M:tG card similarity search
1GG · World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Name | Mana | Type | Text |
---|---|---|---|
Manta Riders | U | Creature — Merfolk | {U}: Manta Riders gains flying until end of turn. 1/1 |
Kelpie Guide | 2U | Creature — Beast | {T}: Untap another target permanent you control. {T}: Tap target permanent. Activate only if you control eight or more lands. 2/2 |
Magus of the Moon | 2R | Creature — Human Wizard | Nonbasic lands are Mountains. 2/2 |
Colos Yearling | 2R | Creature — Goat Beast | Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) {R}: Colos Yearling gets +1/+0 until end of turn. 1/1 |
Boa Constrictor | 4G | Creature — Snake | {T}: Boa Constrictor gets +3/+3 until end of turn. 3/3 |
Divine Purge | 1WW | Sorcery | Exile all artifacts and creatures with mana value 3 or less. They perpetually gain "This spell costs {2} more to cast" and "This permanent enters the battlefield tapped." For as long as each of them remain exiled, its owner may play it. |
Falkenrath Gorger | R | Creature — Vampire Berserker | Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) 2/1 |
Manaform Hellkite | 2RR | Creature — Dragon | Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step. 4/4 |
Shadow Rift | U | Instant | Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card. |
Clan Guildmage | RG | Creature — Human Shaman | {1}{R}, {T}: Target creature can't block this turn. {2}{G}, {T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. 2/2 |