M:tG card similarity search
4RR · Legendary Creature — Human Warrior
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control. */*
Name | Mana | Type | Text |
---|---|---|---|
Seasoned Dungeoneer | 3W | Creature — Human Warrior | When Seasoned Dungeoneer enters the battlefield, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) 3/4 |
Rat Colony | 1B | Creature — Rat | Rat Colony gets +1/+0 for each other Rat you control. A deck can have any number of cards named Rat Colony. 2/1 |
Nissa's Judgment | 4G | Sorcery | Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature. |
Akroma's Devoted | 3W | Creature — Human Cleric | Cleric creatures have vigilance. 2/4 |
Aggressive Mining | 3R | Enchantment | You can't play lands. Sacrifice a land: Draw two cards. Activate only once each turn. |
Sphinx-Bone Wand | 7 | Artifact | Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to any target. |
Groundskeeper | G | Creature — Human Druid | {1}{G}: Return target basic land card from your graveyard to your hand. 1/1 |
Walker of the Wastes | 4C | Creature — Eldrazi | ({C} represents colorless mana.) Trample Walker of the Wastes gets +1/+1 for each land you control named Wastes. 4/4 |
Farbog Explorer | 2W | Creature — Human Scout | Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) 2/3 |
White Plume Adventurer | 2W | Creature — Orc Cleric | When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead. 3/3 |