Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Realm-Cloaked Giant

5WW · Creature — Giant

Vigilance 7/7

Similar cards

Color identity:
NameManaTypeText
Plated Slagwurm 4GGGCreature — Wurm Hexproof (This creature can't be the target of spells or abilities your opponents control.) 8/8
Coalition Warbrute 3RCreature — Minotaur Berserker Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Trample 3/4
Alistair, the Brigadier 1GWULegendary Creature — Human Soldier Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay {8}. If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control. 3/3
Cloudcrown Oak 2GGCreature — Treefolk Warrior Reach (This creature can block creatures with flying.) 3/4
Colfenor, the Last Yew 3WBGLegendary Creature — Treefolk Shaman Vigilance, reach Whenever Colfenor, the Last Yew or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand. 3/7
Ezuri, Renegade Leader 1GGLegendary Creature — Elf Warrior {G}: Regenerate another target Elf. {2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn. 2/2
Wildwood Patrol 2GCreature — Centaur Scout Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) 4/2
Avarice Amulet 4Artifact — Equipment Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card." Whenever equipped creature dies, target opponent gains control of Avarice Amulet. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Rampaging Hippo 4GGCreature — Hippo Trample Cycling {2} ({2}, Discard this card: Draw a card.) 5/6
Valiant Knight 3WCreature — Human Knight Other Knights you control get +1/+1. {3}{W}{W}: Knights you control gain double strike until end of turn. 3/4
Page 129