M:tG card similarity search
1RW · Legendary Creature — Human Knight
Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 2/3
Name | Mana | Type | Text |
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Eternal Flame | 2RR | Sorcery | Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control. |
Cyclonus, the Saboteur | 2UB | Legendary Artifact Creature — Robot | More Than Meets the Eye {5}{U}{B} (You may cast this card converted for {5}{U}{B}.) Flying Whenever Cyclonus deals combat damage to a player, it connives. Then if Cyclonus's power is 5 or greater, convert it. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/5 |
Blade Juggler | 4B | Creature — Human Rogue | Spectacle {2}{B} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) When Blade Juggler enters the battlefield, it deals 1 damage to you and you draw a card. 3/2 |
Lobber Crew | 2R | Creature — Goblin Warrior | Defender {T}: Lobber Crew deals 1 damage to each opponent. Whenever you cast a multicolored spell, untap Lobber Crew. 0/4 |
Flamekin Spitfire | 1R | Creature — Elemental Shaman | {3}{R}: Flamekin Spitfire deals 1 damage to any target. 1/1 |
Panacea | 4 | Artifact | {X}{X}, {T}: Prevent the next X damage that would be dealt to any target this turn. |
Marrow Shards | W/P | Instant | ({W/P} can be paid with either {W} or 2 life.) Marrow Shards deals 1 damage to each attacking creature. |
Rain of Blades | W | Instant | Rain of Blades deals 1 damage to each attacking creature. |
Sandstorm | G | Instant | Sandstorm deals 1 damage to each attacking creature. |
Haphazard Bombardment | 5R | Enchantment | When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random. |