M:tG card similarity search
3R · Creature — Goblin
Haste (This creature can attack and {T} as soon as it comes under your control.) When Goblin Ringleader enters the battlefield, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order. 2/2
Name | Mana | Type | Text |
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Gavony Silversmith | 3W | Creature — Human Soldier | When Gavony Silversmith enters the battlefield, put a +1/+1 counter on each of up to two target creatures. 2/3 |
Etched Monstrosity | 5 | Artifact Creature — Phyrexian Golem | Etched Monstrosity enters the battlefield with five -1/-1 counters on it. {W}{U}{B}{R}{G}, Remove five -1/-1 counters from Etched Monstrosity: Target player draws three cards. 10/10 |
Aven Fogbringer | 3U | Creature — Bird Wizard | Flying When Aven Fogbringer enters the battlefield, return target land to its owner's hand. 2/1 |
Battle-Rattle Shaman | 3R | Creature — Goblin Shaman | At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn. 2/2 |
Wild Wurm | 3R | Creature — Wurm | When Wild Wurm enters the battlefield, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand. 5/4 |
Deep Goblin Skulltaker | 2B | Creature — Goblin Warrior | Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on Deep Goblin Skulltaker. (You descended if a permanent card was put into your graveyard from anywhere.) 2/2 |
Man-o'-War | 2U | Creature — Jellyfish | When Man-o'-War enters the battlefield, return target creature to its owner's hand. 2/2 |
Stalwarts of Osgiliath | 4W | Creature — Human Soldier | When Stalwarts of Osgiliath enters the battlefield, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on Stalwarts of Osgiliath. 4/3 |
Kheru Lich Lord | 3BGU | Creature — Zombie Wizard | At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. 4/4 |
Ardent Electromancer | 2R | Creature — Human Wizard | When Ardent Electromancer enters the battlefield, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 3/2 |