Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rules Lawyer

3WW · Artifact Creature — Cyborg Advisor

State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.) 1/1

Similar cards

Color identity:
NameManaTypeText
Linvala, Shield of Sea Gate 1WULegendary Creature — Angel Wizard Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn. 3/3
Light the Way WInstant Choose one — • Put a +1/+1 counter on target creature or Vehicle. Untap it. • Return target permanent you control to its owner's hand.
Didact Echo 4UCreature — Spirit Cleric When Didact Echo enters the battlefield, draw a card. Descend 4 — Didact Echo has flying as long as there are four or more permanent cards in your graveyard. 3/2
Monastery Siege 2UEnchantment As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast.
Descent into Madness 3BBEnchantment At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
Drinker of Sorrow 2BCreature — Horror Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. 5/3
Opportunistic Dragon 2RRCreature — Dragon Flying When Opportunistic Dragon enters the battlefield, choose target Human or artifact an opponent controls. For as long as Opportunistic Dragon remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block. 4/3
Scheming Fence WUCreature — Human Citizen As Scheming Fence enters the battlefield, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities. 2/3
Assassin's Trophy BGInstant Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Watertight Gondola Artifact — Vehicle Vigilance Descend 8 — Watertight Gondola can't be blocked as long as there are eight or more permanent cards in your graveyard. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 4/4
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