Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Sacred Wolf

2G · Creature — Wolf

Hexproof (This creature can't be the target of spells or abilities your opponents control.) 3/1

Similar cards

Color identity:
NameManaTypeText
Phantom Ninja 1UUCreature — Illusion Ninja Phantom Ninja can't be blocked. 2/2
Primal Plasma 3UCreature — Elemental Shapeshifter As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. */*
Debt of Loyalty 1WWInstant Regenerate target creature. You gain control of that creature if it regenerates this way.
Runaway Carriage 4Artifact Creature — Construct Trample When Runaway Carriage attacks or blocks, sacrifice it at end of combat. 5/6
Elusive Krasis 1GUCreature — Fish Mutant Elusive Krasis can't be blocked. Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) 0/4
Wall of Glare 1WCreature — Wall Defender (This creature can't attack.) Wall of Glare can block any number of creatures. 0/5
Spirit of the Hearth 4WWCreature — Cat Spirit Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.) 4/5
Slither Blade UCreature — Naga Rogue Slither Blade can't be blocked. 1/2
Thing in the Ice 1UCreature — Horror Defender Thing in the Ice enters the battlefield with four ice counters on it. Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then if it has no ice counters on it, transform it. 0/4
Coralhelm Commander UUCreature — Merfolk Soldier Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1. 2/2
Page 359