Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Simic Sky Swallower

5GU · Creature — Leviathan

Flying, trample Shroud (This creature can't be the target of spells or abilities.) 6/6

Similar cards

Color identity:
NameManaTypeText
Windreader Sphinx 5UUCreature — Sphinx Flying Whenever a creature with flying attacks, you may draw a card. 3/7
Wonder 3UCreature — Incarnation Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying. 2/2
Stampeding Elk Herd 3GGCreature — Elk Formidable — Whenever Stampeding Elk Herd attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn. 5/5
Built to Smash RInstant Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
Somber Hoverguard 5UCreature — Drone Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying 3/2
Blessed Hippogriff 3WCreature — Hippogriff Flying Whenever Blessed Hippogriff attacks, target attacking creature without flying gains flying until end of turn. 2/3
Skitterbeam Battalion 9Artifact Creature — Construct Prototype {3}{R}{R} — 2/2 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Trample, haste When Skitterbeam Battalion enters the battlefield, if you cast it, create two tokens that are copies of it. 4/4
Lisette, Dean of the Root 2GGLegendary Creature — Human Druid Whenever you gain life, you may pay {1}. If you do, put a +1/+1 counter on each creature you control and those creatures gain trample until end of turn. 4/4
Groundling Pouncer 1G/UCreature — Faerie {G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying. 2/1
Storm-Charged Slasher Creature — Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4
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