M:tG card similarity search
2B · Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would die, return it to its owner's hand instead.
Name | Mana | Type | Text |
---|---|---|---|
Moonshaker Cavalry | 5WWW | Creature — Spirit Knight | Flying When Moonshaker Cavalry enters the battlefield, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control. 6/6 |
General's Regalia | 3 | Artifact | {3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. |
Battle Mastery | 2W | Enchantment — Aura | Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.) |
Containment Priest | 1W | Creature — Human Cleric | Flash If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead. 2/2 |
Vow of Flight | 2U | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+2, has flying, and can't attack you or planeswalkers you control. |
Lingering Mirage | 1U | Enchantment — Aura | Enchant land Enchanted land is an Island. Cycling {2} ({2}, Discard this card: Draw a card.) |
Clear Shot | 2G | Instant | Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control. |
Wolf Strike | 2G | Instant | Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control. |
Andúril, Narsil Reforged | 2 | Legendary Artifact — Equipment | Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3} |
Ulvenwald Observer | 4GG | Creature — Treefolk | Whenever a creature you control with toughness 4 or greater dies, draw a card. 6/6 |