M:tG card similarity search
1G · Creature — Satyr Scout
{T}: Add {G}. {1}, {T}: Add one mana of any color. 1/3
Name | Mana | Type | Text |
---|---|---|---|
Mons's Goblin Waiters | R | Creature — Goblin Waiter | Sacrifice a creature or land: Add {HR}. 1/1 |
Mana Reflection | 4GG | Enchantment | If you tap a permanent for mana, it produces twice as much of that mana instead. |
Grim Backwoods | Land | {T}: Add {C}. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card. | |
Myr Superion | 2 | Artifact Creature — Myr | Spend only mana produced by creatures to cast this spell. 5/6 |
Simian Spirit Guide | 2R | Creature — Ape Spirit | Exile Simian Spirit Guide from your hand: Add {R}. 2/2 |
Lord of the Ulvenwald | Creature — Werewolf | Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/3 | |
Cadaverous Bloom | 3BG | Enchantment | Exile a card from your hand: Add {B}{B} or {G}{G}. |
Piracy | UU | Sorcery | Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells. |
Ardent Electromancer | 2R | Creature — Human Wizard | When Ardent Electromancer enters the battlefield, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 3/2 |
Hall of the Bandit Lord | Legendary Land | Hall of the Bandit Lord enters the battlefield tapped. {T}, Pay 3 life: Add {C}. If that mana is spent on a creature spell, it gains haste. |