Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rainbow Dash

1RW · Legendary Creature — Pegasus

Flying, haste Whenever a creature you control with flying and/or haste attacks, you get 20% cooler. (You start at 0% coolness.) Sonic Rainboom — {T}: If you're at least 100% cool, add {W}{U}{B}{R}{G}, draw a card, and reset your coolness. 2/2

Similar cards

Color identity:
NameManaTypeText
Consider UInstant Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.
Curate 1UInstant Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Draw a card.
Discovery 1U/BSorcery Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Prologue to Phyresis 1UInstant Each opponent gets a poison counter. Draw a card.
Quicksilver Fisher 3UUCreature — Phyrexian Drake Flying When Quicksilver Fisher enters the battlefield, draw a card, then discard a card. 4/3
Cavalier of Flame 2RRRCreature — Elemental Knight {1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards. When Cavalier of Flame dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard. 6/5
Turn Against 4RInstant Devoid (This card has no color.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Kinscaer Harpoonist 3UCreature — Kithkin Soldier Flying Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn. 2/2
Sphinx of Enlightenment 4UUCreature — Sphinx Flying When Sphinx of Enlightenment enters the battlefield, target opponent draws a card and you draw three cards. 5/5
Sigil of Valor 2Artifact — Equipment Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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