M:tG card similarity search
· Stickers
{TK}{TK} — {T}: Draw a card, then discard a card. {TK}{TK}{TK}{TK} — Whenever this creature attacks, you gain 3 life and draw a card. {TK}{TK} — 1/5 {TK}{TK}{TK} — 4/4
Name | Mana | Type | Text |
---|---|---|---|
Illuminated Folio | 5 | Artifact | {1}, {T}, Reveal two cards from your hand that share a color: Draw a card. |
Lord Skitter's Blessing | 1B | Enchantment | When Lord Skitter's Blessing enters the battlefield, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.) At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card. |
Werewolf Pack Leader | GG | Creature — Human Werewolf | Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human. 3/3 |
Nadier's Nightblade | 2B | Creature — Elf Warrior | Whenever a token you control leaves the battlefield, each opponent loses 1 life and you gain 1 life. 1/3 |
Dawnhart Geist | 1W | Creature — Spirit Warlock | Whenever you cast an enchantment spell, you gain 2 life. 1/3 |
Merfolk Seer | 2U | Creature — Merfolk Wizard | When Merfolk Seer dies, you may pay {1}{U}. If you do, draw a card. 2/2 |
Pious Interdiction | 3W | Enchantment — Aura | Enchant creature When Pious Interdiction enters the battlefield, you gain 2 life. Enchanted creature can't attack or block. |
Specter of the Fens | 3B | Creature — Specter | Flying {5}{B}: Target opponent loses 2 life and you gain 2 life. 2/3 |
Nyx-Fleece Ram | 1W | Enchantment Creature — Sheep | At the beginning of your upkeep, you gain 1 life. 0/5 |
Dungeon Master | 2WU | Legendary Planeswalker — Dungeon Master | [+1]: Target opponent creates a 1/1 black Skeleton creature token with "When this creature dies, each opponent gains 2 life." [+1]: Roll a d20. If you roll a 1, skip your next turn. If you roll a 12 or higher, draw a card. [−6]: You get an adventuring party. (Your party is a 3/3 red Fighter with first strike, a 1/1 white Cleric with lifelink, a 2/2 black Rogue with hexproof, and a 1/1 blue Wizard with flying.) Loyalty 1d4+1 |