Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Gruul Spellbreaker

1RG · Creature — Ogre Warrior

Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.) Trample As long as it's your turn, you and Gruul Spellbreaker have hexproof. 3/3

Similar cards

Color identity:
NameManaTypeText
Kor Duelist WCreature — Kor Soldier As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.) 1/1
Bull's Strength 1GInstant Target creature gets +2/+2 and gains trample until end of turn. Untap it.
Tenacious Hunter 2GGCreature — Crocodile As long as a creature has a -1/-1 counter on it, Tenacious Hunter has vigilance and deathtouch. 4/4
Angelic Field Marshal 2WWCreature — Angel Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance. 3/3
Maulfist Revolutionary 1GGCreature — Human Warrior Trample When Maulfist Revolutionary enters the battlefield or dies, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind. 3/3
Indentured Oaf 3RCreature — Ogre Warrior Prevent all damage that Indentured Oaf would deal to red creatures. 4/3
Fangren Pathcutter 4GGCreature — Beast Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn. 4/6
Cloister Gargoyle 2WArtifact Creature — Gargoyle When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying. 0/4
Viashino Runner 3RCreature — Viashino Menace (This creature can't be blocked except by two or more creatures.) 3/2
Hexbane Tortoise 2GCreature — Turtle Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) 3/2
Page 85