M:tG card similarity search
4G · Creature — Beast
Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card. 4/4
Name | Mana | Type | Text |
---|---|---|---|
Soul's Attendant | W | Creature — Human Cleric | Whenever another creature enters the battlefield, you may gain 1 life. 1/1 |
Suture Priest | 1W | Creature — Phyrexian Cleric | Whenever another creature enters the battlefield under your control, you may gain 1 life. Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life. 1/1 |
Hedron Fields of Agadeem | Plane — Zendikar | Creatures with power 7 or greater can't attack or block. Whenever chaos ensues, create a 7/7 colorless Eldrazi creature token with annihilator 1. (Whenever it attacks, defending player sacrifices a permanent.) | |
Pious Evangel | 2W | Creature — Human Cleric | Whenever Pious Evangel or another creature enters the battlefield under your control, you gain 1 life. {2}, {T}, Sacrifice another permanent: Transform Pious Evangel. 2/2 |
Cyclops Tyrant | 5R | Creature — Cyclops | Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Cyclops Tyrant can't block creatures with power 2 or less. 3/4 |
Poisonbelly Ogre | 4B | Creature — Ogre Warrior | Whenever another creature enters the battlefield, its controller loses 1 life. 3/3 |
Midnight Guard | 2W | Creature — Human Soldier | Whenever another creature enters the battlefield, untap Midnight Guard. 2/3 |
Territorial Witchstalker | 1G | Creature — Wolf | Defender At the beginning of combat on your turn, if you control a creature with power 4 or greater, Territorial Witchstalker gets +1/+0 until end of turn and can attack this turn as though it didn't have defender. 2/3 |
Last Breath | 1W | Instant | Exile target creature with power 2 or less. Its controller gains 4 life. |
Intrepid Outlander | 1G | Creature — Orc Ranger | Reach Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.) 2/3 |