M:tG card similarity search
1W · Enchantment
Whenever a creature an opponent controls dies, you may pay {1}. If you do, create a 1/1 white Spirit creature token with flying.
| Name | Mana | Type | Text |
|---|---|---|---|
| Cumber Stone | 3U | Artifact | Creatures your opponents control get -1/-0. |
| Dampening Pulse | 3U | Enchantment | Creatures your opponents control get -1/-0. |
| Bringer of the Black Dawn | 7BB | Creature — Bringer | You may pay {W}{U}{B}{R}{G} rather than pay this spell's mana cost. Trample At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle and put that card on top. 5/5 |
| Darkslick Drake | 2UU | Creature — Phyrexian Drake | Flying When Darkslick Drake dies, draw a card. 2/4 |
| Varis, Silverymoon Ranger | 1GG | Legendary Creature — Human Elf Ranger | Reach, ward {1} Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Whenever you complete a dungeon, create a 2/2 green Wolf creature token. 3/3 |
| Flesh Carver | 2B | Creature — Human Wizard | Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) {1}{B}, Sacrifice another creature: Put two +1/+1 counters on Flesh Carver. When Flesh Carver dies, create an X/X black Horror creature token, where X is Flesh Carver's power. 2/2 |
| Summon the School | 3W | Tribal Sorcery — Merfolk | Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand. |
| False Prophet | 2WW | Creature — Human Cleric | When False Prophet dies, exile all creatures. 2/2 |
| Taunt | U | Sorcery | During target player's next turn, creatures that player controls attack you if able. |
| Ancestral Katana | 1W | Artifact — Equipment | Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) |