M:tG card similarity search
GU · Creature — Hippo
Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player activate a mana ability of each land they control and lose all unspent mana. If you do, Pygmy Hippo assigns no combat damage this turn and at the beginning of your next main phase this turn, you add an amount of {C} equal to the amount of mana that player lost this way. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Charmed Pendant | 4 | Artifact | {T}, Mill a card: For each colored mana symbol in the milled card's mana cost, add one mana of that color. Activate only as an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B}.) |
World at War | 3RR | Sorcery | After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
Magus of the Vineyard | G | Creature — Human Wizard | At the beginning of each player's precombat main phase, that player adds {G}{G}. 1/1 |
Glyph of Doom | B | Instant | Choose target Wall creature. At this turn's next end of combat, destroy all creatures that were blocked by that creature this turn. |
Planeswalker's Fury | 2R | Enchantment | {3}{R}: Target opponent reveals a card at random from their hand. Planeswalker's Fury deals damage equal to that card's mana value to that player. Activate only as a sorcery. |
Castle Garenbrig | Land | Castle Garenbrig enters the battlefield tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures. | |
Benthic Explorers | 3U | Creature — Merfolk Scout | {T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce. 2/4 |
Oracle en-Vec | 1W | Creature — Human Wizard | {T}: Target opponent chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, destroy each of the chosen creatures that didn't attack this turn. Activate only during your turn. 1/1 |
Ceremonial Guard | 2R | Creature — Human Soldier | When Ceremonial Guard attacks or blocks, destroy it at end of combat. 3/4 |
Wall of Essence | 1W | Creature — Wall | Defender (This creature can't attack.) Whenever Wall of Essence is dealt combat damage, you gain that much life. 0/4 |