Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Fire Sprites

1G · Creature — Faerie

Flying {G}, {T}: Add {R}. 1/1

Similar cards

Color identity:
NameManaTypeText
Darigaaz's Whelp 1BCreature — Dragon Kicker {1}{R} Flying Whenever you draw a Dragon card, it perpetually gets +1/+1. When Darigaaz's Whelp enters the battlefield, if it was kicked, seek a Dragon card. Darigaaz's Whelp and that Dragon card each perpetually get +1/+1. 2/1
Cactus Preserve Land — Desert Cactus Preserve enters the battlefield tapped. {T}: Add one mana of any type that a land you control could produce. {3}: Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
Deadly Dancer Creature — Vampire Trample When this creature transforms into Deadly Dancer, add {R}{R}. Until end of turn, you don't lose this mana as steps and phases end. {R}{R}: Deadly Dancer and another target creature each get +1/+0 until end of turn. 3/3
Wretched Gryff 7Creature — Eldrazi Hippogriff Emerge {5}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, draw a card. Flying 3/4
Lulu, Inspiring Hollyphant 2RWLegendary Creature — Elephant Angel Flying Whenever you attack with one or more other creatures with flying, create that many 1/1 white Soldier creature tokens that are tapped and attacking. 2/4
Wingspan Mentor 2UCreature — Human Wizard When Wingspan Mentor enters the battlefield, put a flying counter on target non-Human creature you control. {2}{U}, {T}: Put a +1/+1 counter on each creature you control with flying. 1/3
Desert Land — Desert {T}: Add {C}. {T}: Desert deals 1 damage to target attacking creature. Activate only during the end of combat step.
War Screecher 1WCreature — Bird Flying {5}{W}, {T}: Other creatures you control get +1/+1 until end of turn. 1/3
Courier Griffin 3WCreature — Griffin Flying When Courier Griffin enters the battlefield, you gain 2 life. 2/3
Hall of Storm Giants Land If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped. {T}: Add {U}. {5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
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