M:tG card similarity search
G · Creature — Plant Wall
Defender (This creature can't attack.) {2}, {T}, Sacrifice a creature with defender: Draw a card. 0/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Dusk Urchins | 2B | Creature — Ouphe | Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it. When Dusk Urchins dies, draw a card for each -1/-1 counter on it. 4/3 |
| Jester's Sombrero | 2 | Artifact | {2}, {T}, Sacrifice Jester's Sombrero: Look at target player's sideboard, choose three cards from it, and remove those cards from the match. |
| A-Akki Ronin | R | Creature — Goblin Samurai | Whenever a Samurai or Warrior you control attacks alone, you may put a card from your hand on the bottom of your library. If you do, draw a card. 1/2 |
| Rogue's Gloves | 2 | Artifact — Equipment | Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) |
| Jori En, Ruin Diver | 1UR | Legendary Creature — Merfolk Wizard | Whenever you cast your second spell each turn, draw a card. 2/3 |
| Faerie Dreamthief | B | Creature — Faerie Warlock | Flying When Faerie Dreamthief enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {2}{B}, Exile Faerie Dreamthief from your graveyard: You draw a card and you lose 1 life. 1/1 |
| Sphinx's Disciple | 3UU | Creature — Human Wizard | Flying Inspired — Whenever Sphinx's Disciple becomes untapped, draw a card. 2/2 |
| Sythis, Harvest's Hand | GW | Legendary Enchantment Creature — Nymph | Whenever you cast an enchantment spell, you gain 1 life and draw a card. 1/2 |
| Rainbow Dash | 1RW | Legendary Creature — Pegasus | Flying, haste Whenever a creature you control with flying and/or haste attacks, you get 20% cooler. (You start at 0% coolness.) Sonic Rainboom — {T}: If you're at least 100% cool, add {W}{U}{B}{R}{G}, draw a card, and reset your coolness. 2/2 |
| A-Goggles of Night | 1U | Artifact — Equipment | Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |