M:tG card similarity search
1R · Creature — Elemental
{2}{R}, Sacrifice Smelt-Ward Ignus: Gain control of target creature with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery. 2/1
Name | Mana | Type | Text |
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Icehide Troll | 2G | Snow Creature — Troll Warrior | {S}{S}: Icehide Troll gets +2/+0 and gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. {S} can be paid with one mana from a snow source.) 2/3 |
Fallaji Chaindancer | 3R | Creature — Human Soldier | {2}: Fallaji Chaindancer gains double strike until end of turn. 2/4 |
Fatal Frenzy | 2R | Instant | Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step. |
Igneous Golem | 5 | Artifact Creature — Golem | {2}: Igneous Golem gains trample until end of turn. 3/4 |
Malachite Golem | 6 | Artifact Creature — Golem | {1}{G}: Malachite Golem gains trample until end of turn. 5/3 |
Monoxa, Midway Manager | 2BR | Legendary Creature — Vampire Employee | Whenever you roll a 3 or higher, Monoxa, Midway Manager gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn. {6}: Roll a six-sided die. 3/3 |
Karametra's Blessing | W | Instant | Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.) |
Treacherous Urge | 4B | Instant | Target opponent reveals their hand. You may put a creature card from it onto the battlefield under your control. That creature gains haste. Sacrifice it at the beginning of the next end step. |
Windborne Charge | 2WW | Sorcery | Two target creatures you control each get +2/+2 and gain flying until end of turn. |
Hydra's Impenetrable Hide | Sorcery | Each Head gains indestructible until the end of the Hydra's next turn. |