M:tG card similarity search
1RGW · Legendary Creature — Elf Spirit
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land. Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature. 3/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Power Plant Worker | 5 | Artifact Creature — Assembly-Worker | {3}: Power Plant Worker gets +2/+2 until end of turn. If you control creatures named Mine Worker and Tower Worker, put two +1/+1 counters on Power Plant Worker instead. Activate only once each turn. 4/4 |
| Rakshasa Vizier | 2BGU | Creature — Demon | Whenever one or more cards are put into exile from your graveyard, put that many +1/+1 counters on Rakshasa Vizier. 4/4 |
| Ondu Champion | 2RR | Creature — Minotaur Warrior Ally | Rally — Whenever Ondu Champion or another Ally enters the battlefield under your control, creatures you control gain trample until end of turn. 4/3 |
| Ancient Kavu | 3R | Creature — Kavu | {2}: Ancient Kavu becomes colorless until end of turn. 3/3 |
| Ancient Greenwarden | 4GG | Creature — Elemental | Reach You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. 5/7 |
| Voda Sea Scavenger | 2U | Creature — Merfolk Rogue | Domain — When Voda Sea Scavenger enters the battlefield, look at the top X cards of your library, where X is the number of basic land types among lands you control. You may put one of those cards on top of your library. Put the rest on the bottom of your library in a random order. 3/2 |
| Primordial Hydra | XGG | Creature — Hydra | Primordial Hydra enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it. 0/0 |
| Dwarven Armorer | R | Creature — Dwarf | {R}, {T}, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature. 0/2 |
| Keensight Mentor | 2W | Creature — Human Cleric | When Keensight Mentor enters the battlefield, put a vigilance counter on target non-Human creature you control. {1}{W}, {T}: Put a +1/+1 counter on each creature you control with vigilance. 1/4 |
| Sanguine Glorifier | 3W | Creature — Vampire Cleric | When Sanguine Glorifier enters the battlefield, put a +1/+1 counter on another target Vampire you control. 3/3 |