Card Codex

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17 May 2024: Card library updated.

Nectar Faerie

1B · Creature — Faerie Wizard

Flying {B}, {T}: Target Faerie or Elf gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) 1/1

Similar cards

Color identity:
NameManaTypeText
Giant Dustwasp 3GGCreature — Insect Flying Suspend 4—{1}{G} (Rather than cast this card from your hand, you may pay {1}{G} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) 3/3
Stone Giant 2RRCreature — Giant {T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step. 3/4
Serra Advocate 3WCreature — Angel Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn. 2/2
Gnathosaur 4RRCreature — Dinosaur Sacrifice an artifact: Gnathosaur gains trample until end of turn. 5/4
Bloodlord of Vaasgoth 3BBCreature — Vampire Warrior Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Flying Whenever you cast a Vampire creature spell, it gains bloodthirst 3. 3/3
Monastery Flock 2UCreature — Bird Defender, flying Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 0/5
Feral Abomination 5BCreature — Thrull Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) 5/5
Zhalfirin Lancer 2WCreature — Human Knight Whenever another Knight enters the battlefield under your control, Zhalfirin Lancer gets +1/+1 and gains vigilance until end of turn. 3/3
Engineered Might 3GWSorcery Choose one — • Target creature gets +5/+5 and gains trample until end of turn. • Creatures you control get +2/+2 and gain vigilance until end of turn.
Concerted Effort 2WWEnchantment At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
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