Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Moorish Cavalry

2WW · Creature — Human Knight

Trample 3/3

Similar cards

Color identity:
NameManaTypeText
Sandsteppe War Riders 3GCreature — Human Warrior Trample At the beginning of combat on your turn, bolster X, where X is the number of differently named artifact tokens you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.) 4/4
Bottle Golems 4Artifact Creature — Golem Trample When Bottle Golems dies, you gain life equal to its power. 3/3
Blinding Mage 1WCreature — Human Wizard {W}, {T}: Tap target creature. 1/2
Imposing Vantasaur 5WCreature — Dinosaur Vigilance Cycling {1} ({1}, Discard this card: Draw a card.) 3/6
Sunbringer's Touch 2GGSorcery Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Devout Chaplain 2WCreature — Human Cleric {T}, Tap two untapped Humans you control: Exile target artifact or enchantment. 2/2
Crashing Centaur 4GGCreature — Centaur {G}, Discard a card: Crashing Centaur gains trample until end of turn. Threshold — As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.) 3/4
Pyroceratops 3RCreature — Elemental Dinosaur Trample Whenever you cast a noncreature spell, put a +1/+1 counter on Pyroceratops. 2/3
Militant Inquisitor 2WCreature — Human Cleric Militant Inquisitor gets +1/+0 for each Equipment you control. 2/3
Abyssal Persecutor 2BBCreature — Demon Flying, trample You can't win the game and your opponents can't lose the game. 6/6
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