M:tG card similarity search
3R · Creature — Cyclops
Trample {5}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) 3/3
Name | Mana | Type | Text |
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Raggadragga, Goreguts Boss | 2RG | Legendary Creature — Human Boar | Each creature you control with a mana ability gets +2/+2. Whenever a creature you control with a mana ability attacks, untap it. Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn. 4/4 |
Denethor, Stone Seer | 1U | Legendary Creature — Human Noble | When Denethor, Stone Seer enters the battlefield, scry 2. {3}{R}, {T}, Sacrifice Denethor: Target player becomes the monarch. Denethor deals 3 damage to any target. 1/3 |
Behemoth of Vault 0 | 6 | Artifact Creature — Robot | Trample When Behemoth of Vault 0 enters the battlefield, you get {E}{E}{E}{E} (four energy counters). When Behemoth of Vault 0 dies, you may pay an amount of {E} equal to target nonland permanent's mana value. When you do, destroy that permanent. 6/6 |
Glorious Sunrise | 3GG | Enchantment | At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life. |
Surging Flame | 1R | Instant | Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Surging Flame deals 2 damage to any target. |
Stolen Vitality | 1R | Instant | Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. |
Bloodscale Prowler | 2R | Creature — Viashino Warrior | Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) 3/1 |
Genju of the Realm | WUBRG | Legendary Enchantment — Aura | Enchant land {2}: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand. |
Knight of Sursi | 3W | Creature — Human Knight | Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suspend 3—{W} (Rather than cast this card from your hand, you may pay {W} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) 2/2 |
Blood Tyrant | 4UBR | Creature — Vampire | Flying, trample At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant. 5/5 |