M:tG card similarity search
1R · Artifact — Equipment
Flash When Javelin of Lightning enters the battlefield, attach it to target creature you control. As long as it's your turn, equipped creature gets +2/+0 and has first strike. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Name | Mana | Type | Text |
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Sugar Rush | 1B | Instant | Target creature gets +3/+0 until end of turn. Draw a card. |
Skyhunter Strike Force | 2W | Creature — Cat Knight | Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Lieutenant — As long as you control your commander, other creatures you control have melee. 2/2 |
Flowstone Overseer | 2RRR | Creature — Beast | {R}{R}: Target creature gets +1/-1 until end of turn. 4/4 |
Marshaling Cry | 1WW | Sorcery | Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Pit Raptor | 2BB | Creature — Bird Mercenary | Flying, first strike At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}. 4/3 |
Sejiri Steppe | Land | Sejiri Steppe enters the battlefield tapped. When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn. {T}: Add {W}. | |
Errantry | 1R | Enchantment — Aura | Enchant creature Enchanted creature gets +3/+0 and can only attack alone. |
Incriminating Impetus | 2B/R | Enchantment — Aura | Enchant creature When Incriminating Impetus enters the battlefield, suspect enchanted creature. (It has menace and can't block.) Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) |
Night Revelers | 4R | Creature — Vampire | Night Revelers has haste as long as an opponent controls a Human. 4/4 |
Knighted Myr | 2W | Artifact Creature — Myr Knight | {2}{W}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn. 2/2 |