Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Soul Swindler

4B · Creature — Demon Employee

As long as you've visited an Attraction this turn, Soul Swindler has indestructible. (Damage and effects that say "destroy" don't destroy it.) When Soul Swindler enters the battlefield, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) 5/3

Similar cards

Color identity:
NameManaTypeText
Meteoric Mace 4RRArtifact — Equipment Equipped creature gets +4/+0 and has trample. Equip {4} Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Alley Strangler 2BCreature — Aetherborn Rogue Menace 2/3
Novice Knight WCreature — Human Knight Defender (This creature can't attack.) As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender. 2/3
Mounted Dreadknight 4RCreature — Vampire Knight Trample Mounted Dreadknight enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn. 5/4
Jungle Basin Land Jungle Basin enters the battlefield tapped. When Jungle Basin enters the battlefield, sacrifice it unless you return an untapped Forest you control to its owner's hand. {T}: Add {C}{G}.
Everglades Land Everglades enters the battlefield tapped. When Everglades enters the battlefield, sacrifice it unless you return an untapped Swamp you control to its owner's hand. {T}: Add {C}{B}.
Dauntless Dourbark 3GCreature — Treefolk Warrior Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk. */*
Predatory Wurm 3GCreature — Wurm Vigilance (Attacking doesn't cause this creature to tap.) Predatory Wurm gets +2/+2 as long as you control a Garruk planeswalker. 4/4
Dagger of the Worthy 2Artifact — Equipment Equipped creature gets +2/+0 and has afflict 1. (Whenever it becomes blocked, defending player loses 1 life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Coral Atoll Land Coral Atoll enters the battlefield tapped. When Coral Atoll enters the battlefield, sacrifice it unless you return an untapped Island you control to its owner's hand. {T}: Add {C}{U}.
Page 108