Card Codex

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17 May 2024: Card library updated.

Necropouncer

6 · Artifact — Equipment

Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +3/+1 and has haste. Equip {2}

Similar cards

Color identity:
NameManaTypeText
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Battle Mastery 2WEnchantment — Aura Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
A-Armory Veteran 1RCreature — Orc Warrior Ward—Pay 2 life. As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.) 2/2
Hundred-Talon Strike WInstant — Arcane Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane—Tap an untapped white creature you control. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Crimson Wisps RInstant Target creature becomes red and gains haste until end of turn. Draw a card.
Scorch Rider 3RCreature — Human Warrior Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) When Scorch Rider enters the battlefield, if it was kicked, it gains haste until end of turn. 4/3
Wild-Magic Sorcerer 3RCreature — Orc Shaman The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) 4/3
Gut, Brutal Fanatic 4BRRLegendary Creature — Goblin Shaman When this creature specializes, create a token that's a copy of a creature card exiled with this creature, except it's 4/4 and has menace and haste. Sacrifice it at the beginning of your next end step. 5/4
Adaptive Sporesinger 2GCreature — Phyrexian Druid Vigilance When Adaptive Sporesinger enters the battlefield, choose one — • Target creature gets +2/+2 and gains vigilance until end of turn. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 2/2
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