Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Flockchaser Phantom

4WU · Creature — Spirit

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying, vigilance Whenever Flockchaser Phantom attacks, the next spell you cast this turn has convoke. 5/5

Similar cards

Color identity:
NameManaTypeText
Arena Athlete 1RCreature — Human Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn. 2/1
Eye of Ugin Legendary Land Colorless Eldrazi spells you cast cost {2} less to cast. {7}, {T}: Search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Sentinel Spider 3GGCreature — Spider Vigilance, reach 4/4
Skysnare Spider 4GGCreature — Spider Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.) 6/6
Katilda's Rising Dawn Legendary Enchantment — Aura Enchant creature Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments. If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
Flutterfox 1WCreature — Fox As long as you control an artifact or enchantment, Flutterfox has flying. 2/2
Purple Worm 5GGCreature — Worm This spell costs {2} less to cast if a creature died this turn. Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) 8/7
Dawnbringer Charioteers 2WWCreature — Human Soldier Flying, lifelink Heroic — Whenever you cast a spell that targets Dawnbringer Charioteers, put a +1/+1 counter on Dawnbringer Charioteers. 2/4
Reset UUInstant Cast this spell only during an opponent's turn after their upkeep step. Untap all lands you control.
Mobile Fort 4Artifact Creature — Wall Defender (This creature can't attack.) {3}: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn. 0/6
Page 227