M:tG card similarity search
1WU · Legendary Creature — Angel Wizard
Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn. 3/3
Name | Mana | Type | Text |
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Heir of Falkenrath | 1B | Creature — Vampire | Discard a card: Transform Heir of Falkenrath. Activate only once each turn. 2/1 |
Mogg Flunkies | 1R | Creature — Goblin | Mogg Flunkies can't attack or block alone. 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. |
Dust Corona | R | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying. |
Gilded Cerodon | 4R | Creature — Beast | Whenever Gilded Cerodon attacks, if you control a Desert or there is a Desert card in your graveyard, target creature can't block this turn. 4/4 |
Grotesque Hybrid | 4B | Creature — Zombie | Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn. 3/3 |
Abu Ja'far | W | Creature — Human | When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated. 0/1 |
Weaver of Harmony | 1G | Enchantment Creature — Snake Druid | Other enchantment creatures you control get +1/+1. {G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.) 2/2 |
Bronze Cudgels | 1 | Artifact — Equipment | {2}: Until end of turn, equipped creature gets +X/+0, where X is the number of times this ability has resolved this turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |
Nevermore | 1WW | Enchantment | As Nevermore enters the battlefield, choose a nonland card name. Spells with the chosen name can't be cast. |