M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Primordial Hydra | XGG | Creature — Hydra | Primordial Hydra enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it. 0/0 |
Asceticism | 3GG | Enchantment | Creatures you control have hexproof. {1}{G}: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.) |
Mire Boa | 1G | Creature — Snake | Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {G}: Regenerate Mire Boa. (The next time this creature would be destroyed, instead tap it, remove it from combat, and heal all damage on it.) 2/1 |
Tyrranax | 4GG | Creature — Dinosaur Beast | {1}{G}: Tyrranax gets -1/+1 until end of turn. 5/4 |
Concordant Crossroads | G | World Enchantment | All creatures have haste. |
Mass Hysteria | R | Enchantment | All creatures have haste. |
Wrenn and Realmbreaker | 1GG | Legendary Planeswalker — Wrenn | Lands you control have "{T}: Add one mana of any color." [+1]: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. [−2]: Mill three cards. You may put a permanent card from among the milled cards into your hand. [−7]: You get an emblem with "You may play lands and cast permanent spells from your graveyard." Loyalty 4 |
Argothian Uprooting | XG | Sorcery | Put two +1/+1 counters on each of X target lands you control. They each become 0/0 Elemental creatures with reach, haste, and "When this creature leaves the battlefield, conjure a card named Forest onto the battlefield tapped." They're still lands. |
Harried Spearguard | R | Creature — Human Soldier | Haste When Harried Spearguard dies, create a 1/1 black Rat creature token with "This creature can't block." 1/1 |
Wild Shape | G | Instant | Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability. • 1/3 Turtle with hexproof. • 1/5 Spider with reach. • 3/3 Elephant with trample. |