M:tG card similarity search
2B · Creature — Spirit
Flying Whenever Screaming Phantom attacks, mill a card. (Put the top card of your library into your graveyard.) 2/2
Name | Mana | Type | Text |
---|---|---|---|
High-Rise Sawjack | 2G | Creature — Elf Citizen | Reach Whenever High-Rise Sawjack blocks a creature with flying, High-Rise Sawjack gets +2/+0 until end of turn. 2/3 |
Lingering Souls | 2W | Sorcery | Create two 1/1 white Spirit creature tokens with flying. Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Merrow Witsniper | U | Creature — Merfolk Rogue | When Merrow Witsniper enters the battlefield, target player mills a card. 1/1 |
Assassin's Blade | 1B | Instant | Cast this spell only during the declare attackers step and only if you've been attacked this step. Destroy target nonblack attacking creature. |
Mirrorhall Mimic | 3U | Creature — Spirit | You may have Mirrorhall Mimic enter the battlefield as a copy of any creature on the battlefield, except it's a Spirit in addition to its other types. Disturb {3}{U}{U} (You may cast this card from your graveyard transformed for its disturb cost.) 0/0 |
Werewolf Pack Leader | GG | Creature — Human Werewolf | Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human. 3/3 |
Soul-Guide Gryff | 4W | Creature — Hippogriff Spirit | Flying When Soul-Guide Gryff enters the battlefield, exile up to one target card from a graveyard. 3/4 |
Harper Recruiter | 2W | Creature — Human Warrior | Flying Whenever Harper Recruiter attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order. 3/1 |
Spirit of the Night | 6BBB | Legendary Creature — Demon Spirit | Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking. 6/5 |
Hallowed Haunting | 2WW | Enchantment | As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control." |