Card Codex

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17 May 2024: Card library updated.

Nantuko Mentor

2G · Creature — Insect Druid

{2}{G}, {T}: Target creature gets +X/+X until end of turn, where X is that creature's power. 1/1

Similar cards

Color identity:
NameManaTypeText
Paladin Class WEnchantment — Class (Gain the next level as a sorcery to add its ability.) Spells your opponents cast during your turn cost {1} more to cast. {2}{W}: Level 2 Creatures you control get +1/+1. {4}{W}: Level 3 Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Task Force 2WCreature — Human Rebel Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn. 1/3
Access Tunnel Land {T}: Add {C}. {3}, {T}: Target creature with power 3 or less can't be blocked this turn.
Ghost-Lit Drifter 2UCreature — Spirit Flying {2}{U}: Another target creature gains flying until end of turn. Channel — {X}{U}, Discard Ghost-Lit Drifter: X target creatures gain flying until end of turn. 2/2
Disease Carriers 2BBCreature — Rat When Disease Carriers dies, target creature gets -2/-2 until end of turn. 2/2
Fruit of the First Tree 3GEnchantment — Aura Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
Living Armor 4Artifact {T}, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's mana value.
Nightmare Lash 4Artifact — Equipment Equipped creature gets +1/+1 for each Swamp you control. Equip—Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Bleeding Edge 1BBSorcery Up to one target creature gets -2/-2 until end of turn. Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Wolfbitten Captive GCreature — Human Werewolf {1}{G}: Wolfbitten Captive gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive. 1/1
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