Card Codex

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17 May 2024: Card library updated.

Goldfury Strider

4R · Artifact Creature — Golem

Trample Tap two untapped artifacts and/or creatures you control: Target creature gets +2/+0 until end of turn. Activate only as a sorcery. 3/5

Similar cards

Color identity:
NameManaTypeText
Anaba Spirit Crafter 2RRCreature — Minotaur Shaman Minotaur creatures get +1/+0. 1/3
Blinkmoth Infusion 12UUInstant Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Untap all artifacts.
Steelclaw Lance BRArtifact — Equipment Equipped creature gets +2/+2. Equip Knight {1} Equip {3}
Smelt-Ward Ignus 1RCreature — Elemental {2}{R}, Sacrifice Smelt-Ward Ignus: Gain control of target creature with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery. 2/1
Sinew Dancer WCreature — Phyrexian Soldier {3}{W}, {T}: Tap target creature. Corrupted — {W}, {T}: Tap target creature. Activate only if an opponent has three or more poison counters. 1/1
Flayer Husk 1Artifact — Equipment Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Equip {2}
Sickleslicer 3Artifact — Equipment Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +2/+2. Equip {4}
Fangblade Eviscerator Creature — Werewolf {1}{R}: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. {4}{R}: Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/5
Skemfar Elderhall Land Skemfar Elderhall enters the battlefield tapped. {T}: Add {G}. {2}{B}{B}{G}, {T}, Sacrifice Skemfar Elderhall: Up to one target creature you don't control gets -2/-2 until end of turn. Create two 1/1 green Elf Warrior creature tokens. Activate only as a sorcery.
Befriending the Moths 3WEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter.) I, II — Target creature you control gets +1/+1 and gains flying until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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