M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Family Reunion | 1W | Instant | Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.) |
Fortifying Provisions | 2W | Enchantment | Creatures you control get +0/+1. When Fortifying Provisions enters the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") |
Frenzied Devils | 4R | Creature — Devil | Haste Whenever you cast a noncreature spell, Frenzied Devils gets +2/+2 until end of turn. 3/3 |
Magnigoth Sentry | 3G | Creature — Treefolk | Reach 4/4 |
Ogre Chitterlord | 4RR | Creature — Ogre Warrior | Menace Whenever Ogre Chitterlord enters the battlefield or attacks, create two 1/1 black Rat creature tokens with "This creature can't block." Then if you control five or more Rats, each Rat you control gets +2/+0 until end of turn. 6/5 |
Tyranid Invasion | 3G | Sorcery | Create a number of 3/3 green Tyranid Warrior creature tokens with trample equal to the number of opponents you have. |
Exuberant Fuseling | R | Creature — Phyrexian Goblin Warrior | Trample Exuberant Fuseling gets +1/+0 for each oil counter on it. When Exuberant Fuseling enters the battlefield and whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Exuberant Fuseling. 0/1 |
Force of Rage | 1RR | Instant | If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep. |
Momentary Blink | 1W | Instant | Exile target creature you control, then return it to the battlefield under its owner's control. Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Merry-Go-Round | Artifact — Attraction | Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) |