Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Jeweled Spirit

3WW · Creature — Spirit

Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn. 3/3

Similar cards

Color identity:
NameManaTypeText
Groundling Pouncer 1G/UCreature — Faerie {G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying. 2/1
Jinx 1UInstant Target land becomes the basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep.
Scornful Aether-Lich 3UArtifact Creature — Zombie Wizard {W}{B}: Scornful Aether-Lich gains fear and vigilance until end of turn. (Attacking doesn't cause it to tap, and it can't be blocked except by artifact creatures and/or black creatures.) 2/4
Horizon Seed 4WCreature — Spirit Whenever you cast a Spirit or Arcane spell, regenerate target creature. 2/1
Alchor's Tomb 4Artifact {2}, {T}: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.)
Frontline Medic 2WCreature — Human Cleric Battalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}. 3/3
World Breaker 6GCreature — Eldrazi Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach {2}{C}, Sacrifice a land: Return World Breaker from your graveyard to your hand. ({C} represents colorless mana.) 5/7
Raking Claws 1RInstant Target creature gains double strike until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Bog Elemental 3BBCreature — Elemental Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. 5/4
Drogskol Captain 1WUCreature — Spirit Soldier Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) 2/2
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