Card Codex

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17 May 2024: Card library updated.

Primal Druid

1G · Creature — Human Druid

When Primal Druid dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. 0/3

Similar cards

Color identity:
NameManaTypeText
Cass, Hand of Vengeance 2RWLegendary Creature — Human Ranger Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature. 4/3
Sylvok Explorer 1GCreature — Human Druid {T}: Add one mana of any color that a land an opponent controls could produce. 1/1
Lantern of Insight 1Artifact Players play with the top card of their libraries revealed. {T}, Sacrifice Lantern of Insight: Target player shuffles.
Death-Rattle Oni 6BCreature — Demon Spirit Flash This spell costs {2} less to cast for each creature that died this turn. When Death-Rattle Oni enters the battlefield, destroy all other creatures that were dealt damage this turn. 5/4
Bloodsworn Squire 3BCreature — Vampire Soldier {1}{B}, Discard a card: Bloodsworn Squire gains indestructible until end of turn. Tap it. Then if there are four or more creature cards in your graveyard, transform Bloodsworn Squire. (Damage and effects that say "destroy" don't destroy it.) 3/3
Aggressive Crag Land At the beginning of your combat step, tap Aggressive Crag. {T}: Add {R} or {W}.
Impelled Giant 4RRCreature — Giant Warrior Trample Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way. 3/3
Skeletal Swarming 3BGEnchantment Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
Wandering Fumarole Land Wandering Fumarole enters the battlefield tapped. {T}: Add {U} or {R}. {2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Ten Wizards Mountain Plane — Shenmeng Whenever you roll the planar die, put a +1/+1 counter on up to one target creature. Whenever chaos ensues, creatures you control gain flying until end of turn.
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