Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rattleclaw Mystic

1G · Creature — Human Shaman

{T}: Add {G}, {U}, or {R}. Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Rattleclaw Mystic is turned face up, add {G}{U}{R}. 2/1

Similar cards

Color identity:
NameManaTypeText
Pine Walker 3GGCreature — Elemental Morph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Whenever Pine Walker or another creature you control is turned face up, untap that creature. 5/5
Greenbelt Radical 3GCreature — Centaur Citizen Disguise {5}{G}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When Greenbelt Radical is turned face up, put a +1/+1 counter on each creature you control. Creatures you control gain trample until end of turn. 4/4
Thraben Inspector WCreature — Human Soldier When Thraben Inspector enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") 1/2
Shipwreck Sentry 1UCreature — Human Pirate Defender As long as an artifact entered the battlefield under your control this turn, Shipwreck Sentry can attack as though it didn't have defender. 3/3
Part the Waterveil 4UUSorcery Take an extra turn after this one. Exile Part the Waterveil. Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Nearheath Pilgrim 1WCreature — Human Cleric Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink. 2/1
Duelist of the Mind 1UCreature — Human Advisor Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn. */3
Midnight Clock 2UArtifact {T}: Add {U}. {2}{U}: Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
War Room Land {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Knight of Valor 2WCreature — Human Knight Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate only once each turn. 2/2
Page 218