M:tG card similarity search
1W · Creature — Kor Cleric
When Priest of Possibility enters the battlefield, look at the top seven cards of your library. If a card among them has flying, Priest of Possibility perpetually gains flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Then shuffle. 2/2
| Name | Mana | Type | Text |
|---|---|---|---|
| Abyssal Persecutor | 2BB | Creature — Demon | Flying, trample You can't win the game and your opponents can't lose the game. 6/6 |
| Sentinel's Eyes | W | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
| Souvenir Snatcher | 4U | Creature — Bird | Mutate {5}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, gain control of target noncreature artifact. 4/4 |
| Infinity Elemental | 4RRR | Creature — Elemental | (This creature has INFINITE POWER.) ∞/5 |
| Stream Hopper | U/R | Creature — Goblin | {U/R}: Stream Hopper gains flying until end of turn. 1/1 |
| Teachings of the Archaics | 2U | Sorcery — Lesson | If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you. |
| Treacherous Vampire | 4B | Creature — Vampire | Flying Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you exile a card from your graveyard. Threshold — As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire dies, you lose 6 life." 4/4 |
| Magnetic Flux | 2U | Instant | Artifact creatures you control gain flying until end of turn. |
| Reckless Impulse | 1R | Sorcery | Exile the top two cards of your library. Until the end of your next turn, you may play those cards. |
| Wrenn's Resolve | 1R | Sorcery | Exile the top two cards of your library. Until the end of your next turn, you may play those cards. |