M:tG card similarity search
3U · Creature — Spirit
Gutter Skulker can't be blocked as long as it's attacking alone. Disturb {3}{U} (You may cast this card from your graveyard transformed for its disturb cost.) 3/3
Name | Mana | Type | Text |
---|---|---|---|
Ghostly Castigator | Creature — Spirit | Flying When Ghostly Castigator enters the battlefield, you may shuffle up to three target cards from your graveyard into your library. If Ghostly Castigator would be put into a graveyard from anywhere, exile it instead. 3/4 | |
A-Ready to Rumble | 4R | Instant | Choose one — • Damage can't be prevented this turn. Ready to Rumble deals 5 damage to target creature or planeswalker. • Destroy target artifact. |
Hunter's Mark | 3G | Instant | 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. |
Diabolic Machine | 7 | Artifact Creature — Construct | {3}: Regenerate Diabolic Machine. 4/4 |
Expedition Skulker | 1B | Creature — Vampire Rogue | Expedition Skulker has deathtouch as long as you control another Rogue. 2/2 |
Ageless Sentinels | 3W | Creature — Wall | Defender (This creature can't attack.) Flying When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect lasts indefinitely.) 4/4 |
Cosmotronic Wave | 3R | Sorcery | Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn. |
Hazardous Blast | 3R | Sorcery | Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn. |
Cloudhoof Kirin | 3UU | Legendary Creature — Kirin Spirit | Flying Whenever you cast a Spirit or Arcane spell, you may have target player mill X cards, where X is that spell's mana value. 4/4 |
Dusk Charger | 3B | Creature — Horse | Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Dusk Charger gets +2/+2 as long as you have the city's blessing. 3/3 |