M:tG card similarity search
1GW · Legendary Creature — Jellyfish
Flying At the beginning of your end step, choose a player. They put two +1/+1 counters on a creature they control. Choose a second player to draw a card. Then choose a third player to create two Treasure tokens. 0/5
Name | Mana | Type | Text |
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Mistmeadow Vanisher | 2W/U | Creature — Kithkin Wizard | Whenever Mistmeadow Vanisher becomes tapped, exile up to one target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. 3/2 |
Bespoke Battlegarb | 1R | Artifact — Equipment | Equipped creature gets +2/+0. Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, attach Bespoke Battlegarb to up to one target creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) |
Krenko, Tin Street Kingpin | 2R | Legendary Creature — Goblin | Whenever Krenko, Tin Street Kingpin attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power. 1/2 |
Root-Kin Ally | 4GG | Creature — Elemental Warrior | 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.) Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn. 3/3 |
Patient Rebuilding | 3UU | Enchantment | At the beginning of your upkeep, target opponent mills three cards, then you draw a card for each land card put into their graveyard this way. |
Eater of Days | 4 | Artifact Creature — Leviathan | Flying, trample When Eater of Days enters the battlefield, you skip your next two turns. 9/8 |
Overwhelmed Apprentice | U | Creature — Human Wizard | When Overwhelmed Apprentice enters the battlefield, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 1/2 |
Vampirism | 1B | Enchantment — Aura | Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1. |
Scuttling Sentinel | 1G/UG/U | Creature — Crab Elf | Flash Vigilance When Scuttling Sentinel enters the battlefield, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.) 3/2 |
Riders of the Mark | 6R | Creature — Human Knight | This spell costs {1} less to cast for each Human you control. Trample, haste At the beginning of your end step, if Riders of the Mark attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness. 7/4 |