M:tG card similarity search
1G · Creature — Wolf
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on Packsong Pup. When Packsong Pup dies, you gain life equal to its power. 1/1
Name | Mana | Type | Text |
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Orca, Siege Demon | 5BR | Legendary Creature — Demon | Trample Whenever another creature dies, put a +1/+1 counter on Orca, Siege Demon. When Orca dies, it deals damage equal to its power divided as you choose among any number of targets. 5/5 |
Scion of the Swarm | 3BB | Creature — Vampire Cleric | Flying Whenever you gain life, put a +1/+1 counter on Scion of the Swarm. 3/3 |
Unruly Mob | 1W | Creature — Human | Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob. 1/1 |
Ageless Entity | 3GG | Creature — Elemental | Whenever you gain life, put that many +1/+1 counters on Ageless Entity. 4/4 |
Algae Gharial | 3G | Creature — Crocodile | Shroud (This creature can't be the target of spells or abilities.) Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial. 1/1 |
Bloodthirsty Aerialist | 1BB | Creature — Vampire Rogue | Flying Whenever you gain life, put a +1/+1 counter on Bloodthirsty Aerialist. 2/3 |
Mausoleum Harpy | 4B | Creature — Harpy | Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever another creature you control dies, if you have the city's blessing, put a +1/+1 counter on Mausoleum Harpy. 3/3 |
Overgrowth Elemental | 2G | Creature — Elemental | When Overgrowth Elemental enters the battlefield, put a +1/+1 counter on another target Elemental you control. Whenever another creature you control dies, you gain 1 life. If that creature was an Elemental, put a +1/+1 counter on Overgrowth Elemental. 3/2 |
Marwyn, the Nurturer | 2G | Legendary Creature — Elf Druid | Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer. {T}: Add an amount of {G} equal to Marwyn's power. 1/1 |
Jumbo Imp | 2B | Creature — Imp | Flying As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result. 0/0 |