M:tG card similarity search
2UU · Creature — Merfolk Scout
Flying Whenever Merfolk Skyscout attacks or blocks, untap target permanent. 2/3
Name | Mana | Type | Text |
---|---|---|---|
Voice of Reason | 3W | Creature — Angel | Flying, protection from blue 2/2 |
Duct Crawler | R | Creature — Insect | {1}{R}: Target creature can't block Duct Crawler this turn. 1/1 |
Infested Werewolf | Creature — Werewolf | Whenever Infested Werewolf enters the battlefield or attacks, create two 1/1 green Insect creature tokens. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/5 | |
Boros Strike-Captain | 1R/WR/W | Creature — Minotaur Soldier | Battalion — Whenever Boros Strike-Captain and at least two other creatures attack, exile the top card of your library. During any turn you attacked with three or more creatures, you may play that card. 3/3 |
Seraph of Dawn | 2WW | Creature — Angel | Flying, lifelink 2/4 |
Magnetic Mountain | 1RR | Enchantment | Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay {4} for each creature chosen this way. If the player does, untap those creatures. |
Thelon's Curse | GG | Enchantment | Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay {U} for each creature chosen this way. If the player does, untap those creatures. |
Lead | 3G | Sorcery | Aftermath (Cast this spell only from your graveyard. Then exile it.) All creatures able to block target creature this turn do so. |
Linvala, Shield of Sea Gate | 1WU | Legendary Creature — Angel Wizard | Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn. 3/3 |
Twining Twins | 2UU | Creature — Faerie Wizard | Flying, vigilance, ward {1} 4/4 |