Card Codex

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17 May 2024: Card library updated.

Kestia, the Cultivator

1GWU · Legendary Enchantment Creature — Nymph

Bestow {3}{G}{W}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +4/+4. Whenever an enchanted creature or enchantment creature you control attacks, draw a card. 4/4

Similar cards

Color identity:
NameManaTypeText
Sturmgeist 3UUCreature — Spirit Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever Sturmgeist deals combat damage to a player, draw a card. */*
Thought-Knot Seer 3CCreature — Eldrazi ({C} represents colorless mana.) When Thought-Knot Seer enters the battlefield, target opponent reveals their hand. You choose a nonland card from it and exile that card. When Thought-Knot Seer leaves the battlefield, target opponent draws a card. 4/4
Allied Strategies 4USorcery Domain — Target player draws a card for each basic land type among lands they control.
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Leonin Vanguard WCreature — Cat Soldier At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life. 1/1
Malicious Invader Creature — Vampire Flying Malicious Invader gets +2/+0 as long as an opponent controls a Human. 3/3
Elenda and Azor 3WUBLegendary Creature — Vampire Knight Sphinx Flying, ward {2} Whenever Elenda and Azor attacks, you may pay {X}{W}{U}{B}. If you do, draw X cards. At the beginning of each end step, you may pay 4 life. If you do, create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the number of cards you've drawn this turn. 6/6
Nacatl War-Pride 3GGGCreature — Cat Warrior Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, create X tokens that are copies of Nacatl War-Pride and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step. 3/3
Simic Ascendancy GUEnchantment {1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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