M:tG card similarity search
3G · Creature — Wolf
Trample, haste Lupine Harbingers enters the battlefield with X +1/+1 counters on it, where X is the number of turns you've begun since it was foretold. Foretell {4}{G}{G} 4/4
Name | Mana | Type | Text |
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Flesh | 3BG | Sorcery | Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled. Fuse (You may cast one or both halves of this card from your hand.) |
Obuun, Mul Daya Ancestor | 1RGW | Legendary Creature — Elf Spirit | At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land. Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature. 3/3 |
Psychic Drain | XUB | Sorcery | Target player mills X cards and you gain X life. |
Ulvenwald Behemoth | Creature — Beast Horror | Trample, haste Other creatures you control get +1/+1 and have trample and haste. 8/8 | |
Sheriff of Safe Passage | 2W | Creature — Human Knight | Sheriff of Safe Passage enters the battlefield with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 0/0 |
Fraying Sanity | 2U | Enchantment — Aura Curse | Enchant player At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn. |
Mind Burst | 1B | Sorcery | Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards. |
End-Raze Forerunners | 5GGG | Creature — Boar | Vigilance, trample, haste When End-Raze Forerunners enters the battlefield, other creatures you control get +2/+2 and gain vigilance and trample until end of turn. 7/7 |
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.) |
Enclave Elite | 2U | Creature — Merfolk Soldier | Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked. 2/2 |