M:tG card similarity search
2R · Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
Name | Mana | Type | Text |
---|---|---|---|
Leap of Flame | UR | Instant | Replicate {U}{R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target creature gets +1/+0 and gains flying and first strike until end of turn. |
Venarian Gold | XUU | Enchantment — Aura | Enchant creature When Venarian Gold enters the battlefield, tap enchanted creature and put X sleep counters on it. Enchanted creature doesn't untap during its controller's untap step if it has a sleep counter on it. At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from that creature. |
Singing Bell Strike | 1U | Enchantment — Aura | Enchant creature When Singing Bell Strike enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{6}: Untap this creature." |
Aerial Maneuver | 1W | Instant | Target creature gets +1/+1 and gains flying and first strike until end of turn. |
Daring Leap | 1WU | Instant | Target creature gets +1/+1 and gains flying and first strike until end of turn. |
Kitsune Blademaster | 2W | Creature — Fox Samurai | First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) 2/2 |
Mask of Avacyn | 2 | Artifact — Equipment | Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {3} |
Elite Inquisitor | WW | Creature — Human Soldier | First strike, vigilance Protection from Vampires, from Werewolves, and from Zombies 2/2 |
Lim-Dûl's High Guard | 1BB | Creature — Skeleton | First strike {1}{B}: Regenerate Lim-Dûl's High Guard. 2/1 |
Fangblade Brigand | 3R | Creature — Human Werewolf | {1}{R}: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 3/4 |