Card Codex

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17 May 2024: Card library updated.

Prairie Survivalist

1W · Creature — Human Scout

Flying At the beginning of combat on your turn, target creature you control perpetually gets +1/+0. Then choose a creature card in your hand. It perpetually gets +1/+0. 0/1

Similar cards

Color identity:
NameManaTypeText
Spirit of the Spires 3WCreature — Spirit Flying Other creatures you control with flying get +0/+1. 2/4
Battle Frenzy 2RInstant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn.
Vibrating Sphere 4Artifact As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get -0/-2.
Immerwolf 1RGCreature — Wolf Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform. 2/2
Empyrial Armor 1WWEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 for each card in your hand.
Flayer Husk 1Artifact — Equipment Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Equip {2}
Sickleslicer 3Artifact — Equipment Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +2/+2. Equip {4}
Ritual of Hope 1WInstant Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
Warded Battlements 2WCreature — Wall Defender (This creature can't attack.) Attacking creatures you control get +1/+0. 0/3
Flare of Faith 1WInstant Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
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