M:tG card similarity search
1W · Enchantment — Aura
Enchant artifact, creature, or planeswalker Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Name | Mana | Type | Text |
---|---|---|---|
Invisibility | UU | Enchantment — Aura | Enchant creature Enchanted creature can't be blocked except by Walls. |
Sandstorm Verge | Land — Desert | {T}: Add {C}. {3}, {T}: Target creature can't block this turn. Activate only as a sorcery. | |
Seafloor Stalker | 2U | Creature — Merfolk Rogue | {4}{U}: Seafloor Stalker gets +1/+0 until end of turn and can't be blocked this turn. This ability costs {1} less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 2/3 |
Deadlock Trap | 3 | Artifact | Deadlock Trap enters the battlefield tapped. When Deadlock Trap enters the battlefield, you get {E}{E} (two energy counters). {T}, Pay {E}: Tap target creature or planeswalker. Its activated abilities can't be activated this turn. |
Bonded Horncrest | 3R | Creature — Dinosaur | Bonded Horncrest can't attack or block alone. 5/5 |
Jackal Familiar | R | Creature — Jackal | Jackal Familiar can't attack or block alone. 2/2 |
Ember Beast | 2R | Creature — Beast | Ember Beast can't attack or block alone. 3/4 |
Koma, Cosmos Serpent | 3GGUU | Legendary Creature — Serpent | This spell can't be countered. At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil. Sacrifice another Serpent: Choose one — • Tap target permanent. Its activated abilities can't be activated this turn. • Koma, Cosmos Serpent gains indestructible until end of turn. 6/6 |
A-Sewer Crocodile | 5U | Creature — Crocodile | {3}{U}: Sewer Crocodile can't be blocked this turn. This ability costs {3} less to activate if there are five or more mana values among cards in your graveyard. 4/7 |
Academic Probation | 1W | Sorcery — Lesson | Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated. |