M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Guardian Augmenter | 2G | Creature — Troll Wizard | Flash Commander creatures you control get +2/+2. Commanders you control have hexproof. 2/2 |
Splendor Mare | 2W | Creature — Elk Unicorn | Lifelink Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.) When you cycle Splendor Mare, put a lifelink counter on target creature you control. 3/3 |
Join Shields | 3GW | Instant | Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.) |
Oathsworn Giant | 4WW | Creature — Giant Soldier | Vigilance Other creatures you control get +0/+2 and have vigilance. 3/4 |
Honor of the Pure | 1W | Enchantment | White creatures you control get +1/+1. |
Polymorphous Rush | 2U | Instant | Strive — This spell costs {1}{U} more to cast for each target beyond the first. Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn. |
Hag of Noxious Nightmares | 2B | Creature — Hag Warlock | Warlocks you control have menace. 2/2 |
Nature's Way | 1G | Sorcery | Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control. |
Grusilda, Monster Masher | 3BR | Legendary Creature — Zombie Villain | Combined, enchanted, and equipped creatures you control have menace. {3}{B}{R}, {T}: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.) 4/4 |
Monoxa, Midway Manager | 2BR | Legendary Creature — Vampire Employee | Whenever you roll a 3 or higher, Monoxa, Midway Manager gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn. {6}: Roll a six-sided die. 3/3 |