Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Misshapen Fiend

1B · Creature — Horror Mercenary

Flying 1/1

Similar cards

Color identity:
NameManaTypeText
Malleable Impostor 3UCreature — Faerie Shapeshifter Flash Flying You may have Malleable Impostor enter the battlefield as a copy of a creature an opponent controls, except it's a Faerie Shapeshifter in addition to its other types and it has flying. 0/0
Canopy Surge 1GSorcery Kicker {2} (You may pay an additional {2} as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
Seismic Elemental 3RRCreature — Elemental When Seismic Elemental enters the battlefield, creatures without flying can't block this turn. 4/4
Magister Sphinx 4WUBArtifact Creature — Sphinx Flying When Magister Sphinx enters the battlefield, target player's life total becomes 10. 5/5
Holy Cow 2WCreature — Ox Angel Flash Flying When Holy Cow enters the battlefield, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2
Battlewing Mystic 1UCreature — Bird Wizard Kicker {R} (You may pay an additional {R} as you cast this spell.) Flying When Battlewing Mystic enters the battlefield, if it was kicked, discard your hand, then draw two cards. 2/1
Angel of the Dawn 4WCreature — Angel Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3
Sustainer of the Realm 2WWCreature — Angel Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. 2/3
Eccentric Apprentice 2UCreature — Tiefling Wizard Flying When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn. 2/2
Wind Sail 1USorcery One or two target creatures gain flying until end of turn.
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