M:tG card similarity search
2W · Creature — Kithkin Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Moment of Silence | W | Instant | Target player skips their next combat phase this turn. |
Farrel's Zealot | 1WW | Creature — Human | Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn. 2/2 |
Silverstorm Samurai | 4WW | Creature — Fox Samurai | Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) 3/3 |
Updraft | 1U | Instant | Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. |
Caught in the Crossfire | RR | Instant | Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature. |
Bitter Downfall | 3B | Instant | This spell costs {3} less to cast if it targets a creature that was dealt damage this turn. Destroy target creature. Its controller loses 2 life. |
Ministrant of Obligation | 2W | Creature — Human Cleric | Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.) 2/1 |
Varchild's Crusader | 3R | Creature — Human Knight | {0}: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at the beginning of the next end step. 3/2 |
Blossoming Calm | W | Instant | You gain hexproof until your next turn. You gain 2 life. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
Savage Summoning | G | Instant | This spell can't be countered. The next creature spell you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it. |