M:tG card similarity search
3 · Artifact — Equipment
Equipped creature gets +2/+1. Whenever a creature enters the battlefield under your control, attach Ronin Warclub to that creature. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Name | Mana | Type | Text |
---|---|---|---|
Water Wurm | U | Creature — Wurm | Water Wurm gets +0/+1 as long as an opponent controls an Island. 1/1 |
Wildwood Tracker | G | Creature — Elf Warrior | Whenever Wildwood Tracker attacks or blocks, if you control another non-Human creature, Wildwood Tracker gets +1/+1 until end of turn. 1/1 |
Chilling Shade | 2B | Snow Creature — Shade | Flying {S}: Chilling Shade gets +1/+1 until end of turn. ({S} can be paid with one mana from a snow source.) 1/1 |
Drifting Shade | 3B | Creature — Shade | Flying {B}: Drifting Shade gets +1/+1 until end of turn. 1/1 |
Nightwing Shade | 4B | Creature — Shade | Flying {1}{B}: Nightwing Shade gets +1/+1 until end of turn. 2/2 |
Tattered Apparition | 3B | Creature — Shade | Flying {1}{B}: Tattered Apparition gets +1/+1 until end of turn. 2/2 |
Isu the Abominable | 3UU | Legendary Snow Creature — Yeti | You may look at the top card of your library any time. You may play snow lands and cast snow spells from the top of your library. Whenever another snow permanent enters the battlefield under your control, you may pay {G}, {W}, or {U}. If you do, put a +1/+1 counter on Isu the Abominable. 5/5 |
Almighty Brushwagg | G | Creature — Brushwagg | Trample {3}{G}: Almighty Brushwagg gets +3/+3 until end of turn. 1/1 |
Consuming Ferocity | 1R | Enchantment — Aura | Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated. |
Ill-Tempered Loner | 2RR | Creature — Human Werewolf | Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target. {1}{R}: Ill-Tempered Loner gets +2/+0 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 3/3 |