M:tG card similarity search
3W · Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has vigilance, and can block an additional creature each combat.
Name | Mana | Type | Text |
---|---|---|---|
Clever Distraction | Enchantment — Aura | Enchant creature Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls." If Clever Distraction would be put into a graveyard from anywhere, exile it instead. | |
Changeling Sentinel | 3W | Creature — Shapeshifter | Changeling (This card is every creature type.) Vigilance 3/2 |
Overencumbered | 1W | Enchantment — Aura | Enchant opponent When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token. At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat. |
One Thousand Lashes | 2WB | Enchantment — Aura | Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life. |
Predatory Hunger | G | Enchantment — Aura | Enchant creature Whenever an opponent casts a creature spell, put a +1/+1 counter on enchanted creature. |
Earth Servant | 5R | Creature — Elemental | Earth Servant gets +0/+1 for each Mountain you control. 4/4 |
Dreadmaw's Ire | R | Instant | Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls." |
Return to Dust | 2WW | Instant | Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. |
Storm-Charged Slasher | Creature — Werewolf | At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4 | |
Tandem Tactics | 1W | Instant | Up to two target creatures each get +1/+2 until end of turn. You gain 2 life. |