Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Greenhilt Trainee

3G · Creature — Elf Warrior

{T}: Target creature gets +4/+4 until end of turn. Activate only if Greenhilt Trainee's power is 4 or greater. 2/3

Similar cards

Color identity:
NameManaTypeText
A-Symmetry Sage UCreature — Human Wizard Flying Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 3 until end of turn. 0/3
Symmetry Sage UCreature — Human Wizard Flying Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 2 until end of turn. 0/2
Spellrune Painter 2RCreature — Human Shaman Werewolf Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3
Hunter's Mark 3GInstant This spell costs {3} less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
Tiamat's Fanatics 4RCreature — Dragon Warrior Haste Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) 4/3
Shriekdiver 2BCreature — Zombie Bird Warrior Flying {1}: Shriekdiver gains haste until end of turn. 2/1
Return of the Wildspeaker 4GInstant Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
Stillmoon Cavalier 1W/BW/BCreature — Zombie Knight Protection from white and from black {W/B}: Stillmoon Cavalier gains flying until end of turn. {W/B}: Stillmoon Cavalier gains first strike until end of turn. {W/B}{W/B}: Stillmoon Cavalier gets +1/+0 until end of turn. 2/1
Narnam Renegade GCreature — Elf Warrior Deathtouch Revolt — Narnam Renegade enters the battlefield with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn. 1/2
Captive Weird UCreature — Weird Defender {3}{R/P}: Transform Captive Weird. Activate only as a sorcery. ({R/P} can be paid with either {R} or 2 life.) 1/3
Page 264