Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Radiant Essence

1GW · Creature — Spirit

Radiant Essence gets +1/+2 as long as an opponent controls a black permanent. 2/3

Similar cards

Color identity:
NameManaTypeText
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
Deep-Sea Serpent 4UUCreature — Serpent Deep-Sea Serpent can't attack unless defending player controls an Island. 5/5
Sea Monster 4UUCreature — Serpent Sea Monster can't attack unless defending player controls an Island. 6/6
Champions of Archery 3RLegendary Creature — Human Archer Reach Commanders you control get +X/+0, where X is the number of commanders you control. 1/4
Dire Flail RArtifact — Equipment Equipped creature gets +2/+0. Equip {1} Craft with artifact {3}{R}{R} ({3}{R}{R}, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Umara Mystic 1URCreature — Merfolk Wizard Flying Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn. 1/3
Thunderstaff 3Artifact As long as Thunderstaff is untapped, if a creature would deal combat damage to you, prevent 1 of that damage. {2}, {T}: Attacking creatures get +1/+0 until end of turn.
Cultural Exchange 4UUSorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect lasts indefinitely.)
Erdwal Illuminator 1UCreature — Spirit Flying Whenever you investigate for the first time each turn, investigate an additional time. 1/3
D'Avenant Trapper 2WCreature — Human Archer Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.) 3/2
Page 235