Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Northern Paladin

2WW · Creature — Human Knight

{W}{W}, {T}: Destroy target black permanent. 3/3

Similar cards

Color identity:
NameManaTypeText
Rise of the Eldrazi 9CCCSorcery This spell can't be countered. Destroy target permanent. Target player draws four cards. Take an extra turn after this one. Exile Rise of the Eldrazi.
Daybreak Chaplain 1WCreature — Human Cleric Lifelink (Damage dealt by this creature also causes you to gain that much life.) 1/3
Jarl of the Forsaken 3BCreature — Zombie Cleric Flash When Jarl of the Forsaken enters the battlefield, destroy target creature or planeswalker an opponent controls that was dealt damage this turn. Foretell {1}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) 3/2
Whiptongue Hydra 5GCreature — Lizard Hydra Reach When Whiptongue Hydra enters the battlefield, destroy all creatures with flying. Put a +1/+1 counter on Whiptongue Hydra for each creature destroyed this way. 4/4
Lich's Caress 3BBSorcery Destroy target creature. You gain 3 life.
Undead Slayer 2WCreature — Human Cleric {W}, {T}: Exile target Skeleton, Vampire, or Zombie. 2/2
War Barge 4Artifact {3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
Feed the Swarm 1BSorcery Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Slaughter 2BBInstant Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Destroy target nonblack creature. It can't be regenerated.
Fearful Villager 2RCreature — Human Werewolf Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3
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