M:tG card similarity search
3B · Creature — Bird Spirit
Flying Hellbent — Necromancer's Familiar has lifelink as long as you have no cards in hand. {B}, Discard a card: Necromancer's Familiar gains indestructible until end of turn. Tap it. 3/1
Name | Mana | Type | Text |
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Haggle | R | Instant — Adventure | You may discard a card. If you do, draw a card. (Then exile this card. You may cast the creature later from exile.) |
Vault 21: House Gambit | 1R | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Discard a card, then draw a card. III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token. |
Pouncing Lynx | 1W | Creature — Cat | As long as it's your turn, Pouncing Lynx has first strike. 2/1 |
Kyoki, Sanity's Eclipse | 4BB | Legendary Creature — Demon Spirit | Whenever you cast a Spirit or Arcane spell, target opponent exiles a card from their hand. 6/4 |
Death-Mask Duplicant | 7 | Artifact Creature — Shapeshifter | Imprint — {1}: Exile target creature card from your graveyard. As long as a card exiled with Death-Mask Duplicant has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample. 5/5 |
Scrapyard Mongrel | 3R | Creature — Dog | As long as you control an artifact, Scrapyard Mongrel gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) 3/3 |
Sunlit Hoplite | 1W | Creature — Human Soldier | As long as it's your turn, Sunlit Hoplite has first strike. Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker. 2/1 |
Homicidal Seclusion | 4B | Enchantment | As long as you control exactly one creature, that creature gets +3/+1 and has lifelink. |
Witch's Clinic | Land | {T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn. | |
Tortoise Formation | 3U | Instant | Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) |