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17 May 2024: Card library updated.

Ruxa, Patient Professor

2GG · Legendary Creature — Bear Druid

Whenever Ruxa, Patient Professor enters the battlefield or attacks, return target creature card with no abilities from your graveyard to your hand. Creatures you control with no abilities get +1/+1. For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked. 4/4

Similar cards

Color identity:
NameManaTypeText
A-Plate Armor 1WArtifact — Equipment Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {3}. This ability costs {1} less to activate for each other Equipment you control.
Plate Armor 2WArtifact — Equipment Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {3}. This ability costs {1} less to activate for each other Equipment you control.
Saving Grasp UInstant Return target creature you own to your hand. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Grim Captain's Call 2BSorcery Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.
Sorcerous Spyglass 2Artifact As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then choose any card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Flailing Manticore 3RCreature — Manticore Flying, first strike {1}: Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. {1}: Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability. 3/3
Reconnaissance Mission 2UUEnchantment Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.)
Intimidation 2BBBEnchantment Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
Might of the Ancestors 2WEnchantment At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
Haystack 1WArtifact {2}, {T}: Target creature you control phases out.
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