Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Luminarch Aspirant

1W · Creature — Human Cleric

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. 1/1

Similar cards

Color identity:
NameManaTypeText
Reverent Hunter 2GCreature — Human Archer When Reverent Hunter enters the battlefield, put a number of +1/+1 counters on it equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) 1/1
Death's Presence 5GEnchantment Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
The Master, Mesmerist 2UBLegendary Creature — Time Lord Rogue {T}: Target creature an opponent controls with power less than or equal to The Master's power gains skulk until end of turn. Goad it. (A creature with skulk can't be blocked by creatures with greater power.) Whenever a creature with skulk deals combat damage to one of your opponents, put a +1/+1 counter on The Master and draw a card. 3/3
Clockwork Steed 4Artifact Creature — Horse Clockwork Steed enters the battlefield with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep. 0/3
Soul's Might 4GSorcery Put X +1/+1 counters on target creature, where X is that creature's power.
Duskwalker BCreature — Human Minion Kicker {3}{B} (You may pay an additional {3}{B} as you cast this spell.) If Duskwalker was kicked, it enters the battlefield with two +1/+1 counters on it and with fear. (It can't be blocked except by artifact creatures and/or black creatures.) 1/1
Ten Wizards Mountain Plane — Shenmeng Whenever you roll the planar die, put a +1/+1 counter on up to one target creature. Whenever chaos ensues, creatures you control gain flying until end of turn.
Forgotten Ancient 3GCreature — Elemental Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. 0/3
Thoughtbound Phantasm UCreature — Spirit Defender Whenever you surveil, put a +1/+1 counter on Thoughtbound Phantasm. As long as Thoughtbound Phantasm has three or more +1/+1 counters on it, it can attack as though it didn't have defender. 2/2
Fungal Behemoth 3GCreature — Fungus Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control. Suspend X—{X}{G}{G}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{G}{G} and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever a time counter is removed from Fungal Behemoth while it's exiled, you may put a +1/+1 counter on target creature. */*
Page 75