M:tG card similarity search
3RGW · Legendary Creature — Elder Dragon
Flying, vigilance, trample Palladia-Mors, the Ruiner has hexproof if it hasn't dealt damage yet. 6/6
Name | Mana | Type | Text |
---|---|---|---|
Barbed Wire | 3 | Artifact | At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. {2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. |
Spiked Ripsaw | 2G | Artifact — Equipment | Equipped creature gets +3/+3. Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) |
Mosswood Dreadknight | 1G | Creature — Human Knight | Trample When Mosswood Dreadknight dies, you may cast it from your graveyard as an Adventure until the end of your next turn. 3/2 |
Gryff Rider | 2W | Creature — Human Knight | Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) 2/1 |
Deathmask Nezumi | 2B | Creature — Rat Shaman | As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.) 2/2 |
Dhund Operative | 1B | Creature — Human Rogue | As long as you control an artifact, Dhund Operative gets +1/+0 and has deathtouch. 2/2 |
Mob Mentality | R | Enchantment — Aura | Enchant creature Enchanted creature has trample. Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures. |
Tovolar, the Midnight Scourge | Legendary Creature — Werewolf | Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. {X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound 4/4 | |
Goblin Tomb Raider | R | Creature — Goblin Pirate | As long as you control an artifact, Goblin Tomb Raider gets +1/+0 and has haste. 1/2 |
Remedy | 1W | Instant | Prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose. |