M:tG card similarity search
2G · Creature — Werewolf Horror
Creatures with power less than Shrill Howler's power can't block it. {5}{G}: Transform Shrill Howler. 3/1
Name | Mana | Type | Text |
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Rigo, Streetwise Mentor | G/WWW/U | Legendary Creature — Cat Citizen | Rigo, Streetwise Mentor enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever you attack a player or planeswalker with one or more creatures with power 1 or less, draw a card. 2/2 |
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 |
Meglonoth | 3RGW | Creature — Beast | Vigilance, trample Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power. 6/6 |
Unified Strike | W | Instant | Exile target attacking creature if its power is less than or equal to the number of Soldiers on the battlefield. |
Fallen Askari | 1B | Creature — Human Knight | Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block. 2/2 |
The Eleventh Doctor | 1WU | Legendary Creature — Time Lord Doctor | I. AM. TALKING! — Whenever The Eleventh Doctor deals combat damage to a player, you may exile a card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend. {2}: Target creature with power 3 or less can't be blocked this turn. 3/2 |
Boundary Lands Ranger | 1R | Creature — Human Ranger | At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card. 2/2 |
Moorland Rescuer | 5W | Creature — Human Knight | When Moorland Rescuer dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is Moorland Rescuer's power. Exile Moorland Rescuer. 4/4 |
Angry Mob | 2WW | Creature — Human | Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. 2+*/2+* |
Argivian Welcome | WU | Instant | Destroy up to one target creature with power 4 or greater. Choose a nonland card in your hand. It perpetually gains flash. |