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
Storm-Charged Slasher Creature — Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4
Valiant Farewell 1WInstant Target creature you control gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, you get a boon with "When you cast your next creature spell, it perpetually gets +2/+0." Draw a card.
Anointed Deacon 4BCreature — Vampire Cleric At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn. 3/3
Okina Nightwatch 4GCreature — Human Monk As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3. 4/3
Master of the Pearl Trident UUCreature — Merfolk Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.) 2/2
Porcelain Zealot 3WCreature — Phyrexian Soldier At the beginning of combat on your turn, target creature you control gets +1/+1 until end of turn. If that creature has toxic, instead it gets +2/+2 until end of turn. 2/3
Lae'zel, Primal Warrior 3GWLegendary Creature — Gith Warrior Double strike When this creature enters the battlefield or specializes, other creatures you control and creature cards in your hand perpetually get +1/+1. 3/6
Always Watching 1WWEnchantment Nontoken creatures you control get +1/+1 and have vigilance.
Aurelia, Exemplar of Justice 2RWLegendary Creature — Angel Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white. 2/5
Benalish Honor Guard 1WCreature — Human Knight Benalish Honor Guard gets +1/+0 for each legendary creature you control. 2/2
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