M:tG card similarity search
7U · Creature — Djinn
Flying Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) 5/6
Name | Mana | Type | Text |
---|---|---|---|
Pledge of Unity | 1GW | Instant | Put a +1/+1 counter on each creature you control. You gain 1 life for each creature you control. |
Scuttling Sentinel | 1G/UG/U | Creature — Crab Elf | Flash Vigilance When Scuttling Sentinel enters the battlefield, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.) 3/2 |
Arena Trickster | 3R | Creature — Human Shaman | Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on Arena Trickster. 3/3 |
Avacyn, Angel of Hope | 5WWW | Legendary Creature — Angel | Flying, vigilance, indestructible Other permanents you control have indestructible. 8/8 |
Cloud Djinn | 5U | Creature — Djinn | Flying Cloud Djinn can block only creatures with flying. 5/4 |
Timberland Guide | 1G | Creature — Human Scout | When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature. 1/1 |
Flying Men | U | Creature — Human | Flying 1/1 |
Nagging Thoughts | 1U | Sorcery | Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. Madness {1}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
Inherited Fiend | Creature — Demon | Flying {2}{B}: Exile target creature card from a graveyard. Put a +1/+1 counter on Inherited Fiend. 4/4 | |
Citadel Siege | 2WW | Enchantment | As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls. |