M:tG card similarity search
· Land
{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.
Name | Mana | Type | Text |
---|---|---|---|
Marauding Brinefang | 5UU | Creature — Dinosaur | Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.) 6/7 |
Kozilek's Channeler | 5 | Creature — Eldrazi | {T}: Add {C}{C}. 4/4 |
Magnifying Glass | 3 | Artifact | {T}: Add {C}. {4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") |
Desperate Stand | RW | Sorcery | Strive — This spell costs {R}{W} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn. |
Chemister's Trick | UR | Instant | Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able. Overload {3}{U}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") |
Downsize | U | Instant | Target creature you don't control gets -4/-0 until end of turn. Overload {2}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") |
Sanguine Savior | 1WB | Creature — Vampire Cleric | Flying, lifelink Disguise {W/B}{W/B} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When Sanguine Savior is turned face up, another target creature you control gains lifelink until end of turn. 2/1 |
Might of the Old Ways | 1G | Instant | Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card. |
Tenza, Godo's Maul | 3 | Legendary Artifact — Equipment | Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |
Feral Deceiver | 3G | Creature — Spirit | {1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Activate only once each turn. 3/2 |