M:tG card similarity search
1GW · Legendary Creature — Human Druid
{T}: Add {G}{W}. Spend this mana only to cast creature spells with no abilities. Creatures you control with no abilities can't be blocked by creatures with abilities. 2/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Heat of Battle | 1R | Enchantment | Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. |
| Lazav, Familiar Stranger | 1UB | Legendary Creature — Shapeshifter | Whenever you commit a crime, put a +1/+1 counter on Lazav, Familiar Stranger. Then you may exile a card from a graveyard. If a creature card was exiled this way, you may have Lazav become a copy of that card until end of turn. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) 1/4 |
| Fog on the Barrow-Downs | 2W | Enchantment — Aura | Enchant creature Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.) |
| Brainstealer Dragon | 5BB | Creature — Dragon Horror | Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value. 6/6 |
| Conqueror's Flail | 2 | Artifact — Equipment | Equipped creature gets +1/+1 for each color among permanents you control. As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn. Equip {2} |
| Sunbird Standard | 3 | Artifact | {T}: Add one mana of any color. Craft with one or more {5} ({5}, Exile this artifact, Exile one or more other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.) |
| Celestine Reef | Plane — Luvion | Creatures without flying or islandwalk can't attack. Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game. | |
| Humility | 2WW | Enchantment | All creatures lose all abilities and have base power and toughness 1/1. |
| Dream Halls | 3UU | Enchantment | Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell. |
| Daring Apprentice | 1UU | Creature — Human Wizard | {T}, Sacrifice Daring Apprentice: Counter target spell. 1/1 |