M:tG card similarity search
2GW · Enchantment
Black creatures can't attack unless their controller sacrifices a land for each black creature they control that's attacking. (This cost is paid as attackers are declared.)
Name | Mana | Type | Text |
---|---|---|---|
Mardu Roughrider | 2RWB | Creature — Orc Warrior | Whenever Mardu Roughrider attacks, target creature can't block this turn. 5/4 |
Reap the Seagraf | 2B | Sorcery | Create a 2/2 black Zombie creature token. Flashback {4}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Gadrak, the Crown-Scourge | 2R | Legendary Creature — Dragon | Flying Gadrak, the Crown-Scourge can't attack unless you control four or more artifacts. At the beginning of your end step, create a Treasure token for each nontoken creature that died this turn. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 5/4 |
Highborn Ghoul | BB | Creature — Zombie | Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) 2/1 |
Sparring Regimen | 2W | Enchantment | When Sparring Regimen enters the battlefield, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) Whenever you attack, put a +1/+1 counter on target attacking creature and untap it. |
March from the Black Gate | 1B | Enchantment | When March from the Black Gate enters the battlefield and whenever an Army you control attacks, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) |
Militia's Pride | 1W | Tribal Enchantment — Kithkin | Whenever a nontoken creature you control attacks, you may pay {W}. If you do, create a 1/1 white Kithkin Soldier creature token that's tapped and attacking. |
Prison Sentence | 2W | Enchantment — Aura | Enchant creature When Prison Sentence enters the battlefield, scry 2. Enchanted creature can't attack or block, and its activated abilities can't be activated. |
Hightide Hermit | 4U | Creature — Crab | Defender When Hightide Hermit enters the battlefield, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: Hightide Hermit can attack this turn as though it didn't have defender. 4/4 |
Dregscape Zombie | 1B | Creature — Zombie | Unearth {B} ({B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 2/1 |