M:tG card similarity search
2W · Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As Radiant Destiny enters the battlefield, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
| Name | Mana | Type | Text |
|---|---|---|---|
| Heirloom Blade | 3 | Artifact — Equipment | Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1} |
| Favor of the Overbeing | 1G/U | Enchantment — Aura | Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying. |
| Eagles of the North | 5W | Creature — Bird Soldier | Flying When Eagles of the North enters the battlefield, creatures you control get +1/+0 and gain first strike until end of turn. Plainscycling {1} ({1}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.) 3/3 |
| Gift of the Deity | 4B/G | Enchantment — Aura | Enchant creature As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.) As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so. |
| Tezzeret's Touch | 1UB | Enchantment — Aura | Enchant artifact Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types. When enchanted artifact is put into a graveyard, return that card to its owner's hand. |
| Eyekite | 1U | Creature — Drake | Flying Eyekite gets +2/+0 as long as you've drawn two or more cards this turn. 1/2 |
| Fortunate Few | 3WW | Sorcery | Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents. |
| Teyo's Lightshield | 2W | Creature — Illusion | When Teyo's Lightshield enters the battlefield, put a +1/+1 counter on target creature you control. 0/3 |
| Combine Guildmage | GU | Creature — Merfolk Wizard | {1}{G}, {T}: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it. {1}{U}, {T}: Move a +1/+1 counter from target creature you control onto another target creature you control. 2/2 |
| Territorial Kavu | RG | Creature — Kavu | Domain — Territorial Kavu's power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard. */* |