M:tG card similarity search
3G · Enchantment — Aura
Flash Enchant creature Enchanted creature gets +3/+2 and has reach. When Reach for the Sky is put into a graveyard from the battlefield, draw a card.
Name | Mana | Type | Text |
---|---|---|---|
Denry Klin, Editor in Chief | 2WU | Legendary Creature — Cat Advisor | Denry Klin, Editor in Chief enters the battlefield with your choice of a +1/+1, first strike, or vigilance counter on it. Whenever a nontoken creature enters the battlefield under your control, if Denry has counters on it, put the same number of each kind of counter on that creature. 2/2 |
Aerie Bowmasters | 2GG | Creature — Dog Archer | Reach (This creature can block creatures with flying.) Megamorph {5}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) 3/4 |
Oakhame Ranger | G/WG/WG/WG/W | Creature — Elf Knight Ranger | {T}: Creatures you control get +1/+1 until end of turn. 2/2 |
Diamond Faerie | 2GWU | Snow Creature — Faerie | Flying {1}{S}: Snow creatures you control get +1/+1 until end of turn. ({S} can be paid with one mana from a snow source.) 3/3 |
Stirge | B | Creature — Insect Bat | Flying Stirge can't block. Blood Drain — {1}{B}, Pay 1 life, Sacrifice Stirge: Draw a card. 1/1 |
Sword of the Animist | 2 | Legendary Artifact — Equipment | Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2} |
Spiritualize | 2W | Instant | Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card. |
Yidaro, Wandering Monster | 5RR | Legendary Creature — Dinosaur Turtle | Trample, haste Cycling {1}{R} When you cycle Yidaro, Wandering Monster, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.) 8/8 |
Reprobation | 1W | Enchantment — Aura | Enchant creature Enchanted creature loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.) |
Necromancy | 2B | Enchantment | You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When Necromancy enters the battlefield, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it. |