Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Nivix Cyclops

1UR · Creature — Cyclops

Defender Whenever you cast an instant or sorcery spell, Nivix Cyclops gets +3/+0 until end of turn and can attack this turn as though it didn't have defender. 1/4

Similar cards

Color identity:
NameManaTypeText
Clinging Anemones 3UCreature — Jellyfish Defender Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) 1/4
Cybermat 2Artifact Creature — Robot Skulk (This creature can't be blocked by creatures with greater power.) Whenever Cybermat attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures. 2/1
Oran-Rief Invoker 1GCreature — Human Shaman {8}: Oran-Rief Invoker gets +5/+5 and gains trample until end of turn. 2/2
Twigwalker 2GCreature — Insect {1}{G}, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn. 2/2
Coral Helm 3Artifact {3}, Discard a card at random: Target creature gets +2/+2 until end of turn.
Tenth District Guard 1WCreature — Human Soldier When Tenth District Guard enters the battlefield, target creature gets +0/+1 until end of turn. 2/2
Summons of Saruman XURSorcery Amass Orcs X. Mill X cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) Flashback—{3}{U}{R}, Exile X cards from your graveyard.
Foundry Street Denizen RCreature — Goblin Warrior Whenever another red creature enters the battlefield under your control, Foundry Street Denizen gets +1/+0 until end of turn. 1/1
Mistform Stalker 1UCreature — Illusion {1}: Mistform Stalker becomes the creature type of your choice until end of turn. {2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn. 1/1
Psychic Theft 1USorcery Target player reveals their hand. You choose an instant or sorcery card from it and exile that card. You may cast that card for as long as it remains exiled. At the beginning of the next end step, if you haven't cast the card, return it to its owner's hand.
Page 180