M:tG card similarity search
3UU · Legendary Creature — Djinn
Flying {2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.) Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right. 4/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Merfolk Cave-Diver | 2U | Creature — Merfolk Scout | Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can't be blocked this turn. 2/4 |
| Steelclad Spirit | 1U | Creature — Spirit | Defender Whenever an enchantment enters the battlefield under your control, Steelclad Spirit can attack this turn as though it didn't have defender. 3/3 |
| Kodama's Might | G | Instant — Arcane | Target creature gets +2/+2 until end of turn. Splice onto Arcane {G} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) |
| Shrouded Shepherd | 1W | Creature — Spirit Warrior | When Shrouded Shepherd enters the battlefield, target creature you control gets +2/+2 until end of turn. 2/2 |
| Dwarven Lieutenant | RR | Creature — Dwarf Soldier | {1}{R}: Target Dwarf creature gets +1/+0 until end of turn. 1/2 |
| Savage Surge | 1G | Instant | Target creature gets +2/+2 until end of turn. Untap that creature. |
| Veteran's Reflexes | W | Instant | Target creature gets +1/+1 until end of turn. Untap that creature. |
| Grand Ball Guest | 1R | Creature — Human Peasant | Celebration — Grand Ball Guest gets +1/+1 and has trample as long as two or more nonland permanents entered the battlefield under your control this turn. 2/2 |
| Icehide Troll | 2G | Snow Creature — Troll Warrior | {S}{S}: Icehide Troll gets +2/+0 and gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. {S} can be paid with one mana from a snow source.) 2/3 |
| 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 |