Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Intrepid Hero

2W · Creature — Human Soldier

{T}: Destroy target creature with power 4 or greater. 1/1

Similar cards

Color identity:
NameManaTypeText
Scalebane's Elite 3GWCreature — Human Soldier Protection from black 4/4
Triumph of Gerrard 1WEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on target creature you control with the greatest power. III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Asphodel Wanderer BCreature — Skeleton Soldier {2}{B}: Regenerate Asphodel Wanderer. 1/1
Sworn Defender 2WWCreature — Human Knight {1}: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn. 1/3
Highcliff Felidar 5WWCreature — Cat Beast Vigilance When Highcliff Felidar enters the battlefield, for each opponent, choose a creature with the greatest power among creatures that player controls. Destroy those creatures. 5/5
Keruga, the Macrosage 3G/UG/ULegendary Creature — Dinosaur Hippo Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Keruga, the Macrosage enters the battlefield, draw a card for each other permanent you control with mana value 3 or greater. 5/4
Ragnar GWULegendary Creature — Human Cleric {G}{W}{U}, {T}: Regenerate target creature. 2/2
Moorland Rescuer 5WCreature — Human Knight When Moorland Rescuer dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is Moorland Rescuer's power. Exile Moorland Rescuer. 4/4
Elvish Skysweeper GCreature — Elf Warrior {4}{G}, Sacrifice a creature: Destroy target creature with flying. 1/1
Air Marshal 1UCreature — Human Soldier {3}: Target Soldier gains flying until end of turn. 2/1
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