Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Kavu Runner

3R · Creature — Kavu

Kavu Runner has haste as long as no opponent controls a white or blue creature. 3/3

Similar cards

Color identity:
NameManaTypeText
Battle Cry Goblin 1RCreature — Goblin {1}{R}: Goblins you control get +1/+0 and gain haste until end of turn. Pack tactics — Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking. 2/2
Decimator Beetle 3BGCreature — Insect When Decimator Beetle enters the battlefield, put a -1/-1 counter on target creature you control. Whenever Decimator Beetle attacks, remove a -1/-1 counter from target creature you control and put a -1/-1 counter on up to one target creature defending player controls. 4/5
Summon the School 3WTribal Sorcery — Merfolk Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
Alert Heedbonder 1G/WG/WCreature — Human Scout Vigilance At the beginning of your end step, you gain 1 life for each creature you control with vigilance. 2/4
Weirding Wood 2GEnchantment — Aura Enchant land When Weirding Wood enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Enchanted land has "{T}: Add two mana of any one color."
Cogmentor 1Artifact Creature — Gnome Rigger Flying {4}: Reassemble target Contraption you control. (Move it onto another one of your sprockets.) 1/1
Viashino Sandscout 1RCreature — Viashino Scout Haste (This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, return Viashino Sandscout to its owner's hand. (Return it only if it's on the battlefield.) 2/1
Canopy Cover 1GEnchantment — Aura Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
Primal Plasma 3UCreature — Elemental Shapeshifter As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. */*
Wake Thrasher 2UCreature — Merfolk Soldier Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn. 1/1
Page 512