M:tG card similarity search
1W · Creature — Fox Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn. Sacrifice Selfless Samurai: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 2/2
Name | Mana | Type | Text |
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Oxidda Daredevil | 1R | Creature — Goblin Artificer | Sacrifice an artifact: Oxidda Daredevil gains haste until end of turn. 2/1 |
Run | 3RG | Instant | Attacking creatures you control get +1/+0 until end of turn for each other attacking creature. |
Blood Bairn | 2B | Creature — Vampire | Sacrifice another creature: Blood Bairn gets +2/+2 until end of turn. 2/2 |
Moniker Mage | 2U | Creature — Human Wizard | {U}, Say your middle name: Moniker Mage gains shroud until end of turn. {U}, Say an opponent's middle name: Moniker Mage gains flying until end of turn. 2/2 |
Ulvenwald Tracker | G | Creature — Human Shaman | {1}{G}, {T}: Target creature you control fights another target creature. 1/1 |
Rhet-Crop Spearmaster | 2W | Creature — Human Warrior | You may exert Rhet-Crop Spearmaster as it attacks. When you do, it gets +1/+0 and gains first strike until end of turn. (An exerted creature won't untap during your next untap step.) 3/1 |
Skyship Stalker | 2RR | Creature — Dragon | Flying {R}: Skyship Stalker gets +1/+0 until end of turn. {R}: Skyship Stalker gains first strike until end of turn. {R}: Skyship Stalker gains haste until end of turn. 3/3 |
Stonebrow, Krosan Hero | 3RG | Legendary Creature — Centaur Warrior | Trample Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn. 4/4 |
Spiritual Asylum | 2WW | Enchantment | Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice Spiritual Asylum. |
Urza's Science Fair Project | 6 | Artifact Creature — Construct | {2}: Roll a six-sided die. Urza's Science Fair Project gets the indicated result. 1 — It gets -2/-2 until end of turn. 2 — Prevent all combat damage it would deal this turn. 3 — It gains vigilance until end of turn. 4 — It gains first strike until end of turn. 5 — It gains flying until end of turn. 6 — It gets +2/+2 until end of turn. 4/4 |