Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Guard Dogs

3W · Creature — Dog

{2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. 2/2

Similar cards

Color identity:
NameManaTypeText
Archpriest of Shadows 3BBCreature — Human Warlock Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield. 4/4
Sulam Djinn 5GCreature — Djinn Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common. 6/6
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Celestial Dawn 1WWEnchantment Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Obeka, Splitter of Seconds 1UBRLegendary Creature — Ogre Warlock Menace Whenever Obeka, Splitter of Seconds deals combat damage to a player, you get that many additional upkeep steps after this phase. 2/5
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Outrage Shaman 3RRCreature — Goblin Shaman Chroma — When Outrage Shaman enters the battlefield, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control. 2/2
Harvestguard Alseids 2WEnchantment Creature — Nymph Constellation — Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn. 2/3
Attentive Skywarden 2WCreature — Phyrexian Kor Flying Whenever Attentive Skywarden deals combat damage to a player or battle, transform up to one target Incubator token you control. 2/2
Kessig Plane — Innistrad Prevent all combat damage that would be dealt by non-Werewolf creatures. Whenever chaos ensues, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn.
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