M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Juniper Order Ranger | 3GW | Creature — Human Knight Ranger | Whenever another creature enters the battlefield under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger. 2/4 |
Overcharged Amalgam | 2UU | Creature — Zombie Horror | Flash Flying Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Overcharged Amalgam exploits a creature, counter target spell, activated ability, or triggered ability. 3/3 |
Jungle Delver | G | Creature — Merfolk Warrior | {3}{G}: Put a +1/+1 counter on Jungle Delver. 1/1 |
Voodoo Doll | 6 | Artifact | At the beginning of your upkeep, put a pin counter on Voodoo Doll. At the beginning of your end step, if Voodoo Doll is untapped, destroy Voodoo Doll and it deals damage to you equal to the number of pin counters on it. {X}{X}, {T}: Voodoo Doll deals damage equal to the number of pin counters on it to any target. X is the number of pin counters on Voodoo Doll. |
Jugan, the Rising Star | 3GGG | Legendary Creature — Dragon Spirit | Flying When Jugan, the Rising Star dies, you may distribute five +1/+1 counters among any number of target creatures. 5/5 |
Aragorn and Arwen, Wed | 4GW | Legendary Creature — Human Elf Noble | Vigilance Whenever Aragorn and Arwen, Wed enters the battlefield or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control. 3/6 |
Life of Toshiro Umezawa | 1B | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter.) I, II — Choose one — • Target creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. III — Exile this Saga, then return it to the battlefield transformed under your control. |
Hisoka, Minamo Sensei | 2UU | Legendary Creature — Human Wizard | {2}{U}, Discard a card: Counter target spell if it has the same mana value as the discarded card. 1/3 |
Multani's Presence | G | Enchantment | Whenever a spell you've cast is countered, draw a card. |
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. |