M:tG card similarity search
B · Creature — Shade
Defender (This creature can't attack.) {B}: Slithering Shade gets +1/+1 until end of turn. Hellbent — Slithering Shade can attack as though it didn't have defender as long as you have no cards in hand. 0/1
Name | Mana | Type | Text |
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Take for a Ride | 2R | Sorcery | Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. |
Naya | Plane — Alara | You may play any number of lands on each of your turns. Whenever chaos ensues, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control. | |
Throw from the Saddle | 1G | Sorcery | Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control. |
Weed-Pruner Poplar | 4B | Creature — Treefolk Assassin | At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn. 3/3 |
Pugnacious Hammerskull | 2G | Creature — Dinosaur | Whenever Pugnacious Hammerskull attacks while you don't control another Dinosaur, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 6/6 |
Knowledge Is Power | 3WU | Enchantment | Creatures you control get +X/+X, where X is the number of cards you've drawn this turn. |
Sulam Djinn | 5G | Creature — Djinn | Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common. 6/6 |
Joust | 1R | Sorcery | Choose target creature you control and target creature you don't control. The creature you control gets +2/+1 until end of turn if it's a Knight. Then those creatures fight each other. (Each deals damage equal to its power to the other.) |
The Biblioplex | Land | {T}: Add {C}. {2}, {T}: Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand. | |
Trygon Prime | 2GU | Creature — Tyranid | Subterranean Assault — Whenever Trygon Prime attacks, put a +1/+1 counter on it and a +1/+1 counter on up to one other target attacking creature. That creature can't be blocked this turn. 4/4 |