M:tG card similarity search
4WUUB · Artifact Creature — Sphinx
Flying At the beginning of your end step, you gain 3 life if Sphinx Sovereign is untapped. Otherwise, each opponent loses 3 life. 6/6
Name | Mana | Type | Text |
---|---|---|---|
Presence of the Wise | 2WW | Sorcery | You gain 2 life for each card in your hand. |
Vitalizing Cascade | XGW | Instant | You gain X plus 3 life. |
Blood Seeker | 1B | Creature — Vampire Shaman | Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life. 1/1 |
Marrow Bats | 4B | Creature — Bat Skeleton | Flying Pay 4 life: Regenerate Marrow Bats. 4/1 |
Archway Angel | 5W | Creature — Angel | Flying When Archway Angel enters the battlefield, you gain 2 life for each Gate you control. 3/4 |
Valkyrie Harbinger | 4WW | Creature — Angel Cleric | Flying, lifelink At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance. 4/5 |
Honey Mammoth | 4GG | Creature — Elephant | When Honey Mammoth enters the battlefield, you gain 4 life. 6/6 |
Sunseed Nurturer | 2W | Creature — Human Druid Wizard | At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life. {T}: Add {C}. 1/1 |
Shepherd of Heroes | 4W | Creature — Angel Cleric | Flying When Shepherd of Heroes enters the battlefield, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) 3/4 |
Ravenous Lindwurm | 4GG | Creature — Wurm | When Ravenous Lindwurm enters the battlefield, you gain 4 life. 6/6 |