M:tG card similarity search
2R · Creature — Goblin Berserker
Creatures you control have haste and attack each combat if able. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Scab-Clan Charger | 3G | Creature — Centaur Warrior | Bloodrush — {1}{G}, Discard Scab-Clan Charger: Target attacking creature gets +2/+4 until end of turn. 2/4 |
Storm the Citadel | 4G | Sorcery | Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls." |
A-Prosperous Thief | 2U | Creature — Human Ninja | Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 2/4 |
Prosperous Thief | 2U | Creature — Human Ninja | Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 3/2 |
Maze of Shadows | Land | {T}: Add {C}. {T}: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn. | |
Goring Ceratops | 5WW | Creature — Dinosaur | Double strike Whenever Goring Ceratops attacks, other creatures you control gain double strike until end of turn. 3/3 |
Divine Verdict | 3W | Instant | Destroy target attacking or blocking creature. |
Farm | 2W | Instant | Destroy target attacking or blocking creature. |
Neck Snap | 3W | Instant | Destroy target attacking or blocking creature. |
Hightide Hermit | 4U | Creature — Crab | Defender When Hightide Hermit enters the battlefield, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: Hightide Hermit can attack this turn as though it didn't have defender. 4/4 |