M:tG card similarity search
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
Name | Mana | Type | Text |
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Howling Chorus | Creature — Eldrazi Werewolf | Creatures with power less than Howling Chorus's power can't block it. Whenever Howling Chorus deals combat damage to a player, create a 3/2 colorless Eldrazi Horror creature token. 3/5 | |
Moonlight Hunt | 1G | Instant | Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature. |
Leyline Tyrant | 2RR | Creature — Dragon | Flying You don't lose unspent red mana as steps and phases end. When Leyline Tyrant dies, you may pay any amount of {R}. When you do, it deals that much damage to any target. 4/4 |
Dizzying Gaze | R | Enchantment — Aura | Enchant creature you control {R}: Enchanted creature deals 1 damage to target creature with flying. |
Crush Underfoot | 1R | Tribal Instant — Giant | Choose a Giant creature you control. It deals damage equal to its power to target creature. |
Orochi Ranger | 1G | Creature — Snake Warrior Ranger | Whenever Orochi Ranger deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. 2/1 |
Wild Slash | R | Instant | Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target. |
Goro-Goro and Satoru | UBR | Legendary Creature — Goblin Human | Whenever one or more creatures you control that entered the battlefield this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying. {1}{R}: Creatures you control gain haste until end of turn. 3/4 |
Topography Tracker | 2G | Creature — Merfolk Scout | When Topography Tracker enters the battlefield, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.") If a creature you control would explore, instead it explores, then it explores again. 2/2 |
Grasp of Fate | 1WW | Enchantment | When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.) |