M:tG card similarity search
3GW · Creature — Centaur Soldier
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Vigilance 4/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Dwarven Soldier | 1R | Creature — Dwarf Soldier | Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. 2/1 |
| Masked Gorgon | 4B | Creature — Gorgon | Green creatures and white creatures have protection from Gorgons. Threshold — Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard. 5/5 |
| Azorius Knight-Arbiter | 3WU | Creature — Human Knight | Vigilance Azorius Knight-Arbiter can't be blocked. 2/5 |
| Leonin Vanguard | W | Creature — Cat Soldier | At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life. 1/1 |
| Priest of Possibility | 1W | Creature — Kor Cleric | When Priest of Possibility enters the battlefield, look at the top seven cards of your library. If a card among them has flying, Priest of Possibility perpetually gains flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Then shuffle. 2/2 |
| Westvale Abbey | Land | {T}: Add {C}. {5}, {T}, Pay 1 life: Create a 1/1 white and black Human Cleric creature token. {5}, {T}, Sacrifice five creatures: Transform Westvale Abbey, then untap it. | |
| Mirror-Sigil Sergeant | 5W | Creature — Rhino Soldier | Trample At the beginning of your upkeep, if you control a blue permanent, you may create a token that's a copy of Mirror-Sigil Sergeant. 4/4 |
| Moor Fiend | 3B | Creature — Horror | Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) 3/3 |
| Soldevi Sentry | 1 | Artifact Creature — Soldier | {1}: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card. 1/1 |
| Majestic Myriarch | 4G | Creature — Chimera | Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control. At the beginning of each combat, Majestic Myriarch gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. */* |