M:tG card similarity search
3G · Creature — Spike
Spike Breeder enters the battlefield with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from Spike Breeder: Create a 1/1 green Spike creature token. 0/0
Name | Mana | Type | Text |
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Zephyr Sentinel | 1U | Creature — Human Soldier | Flash Flying When Zephyr Sentinel enters the battlefield, return up to one other target creature you control to its owner's hand. If it was a Soldier, put a +1/+1 counter on Zephyr Sentinel. 2/1 |
Taborax, Hope's Demise | 2B | Legendary Creature — Demon Cleric | Flying Taborax, Hope's Demise has lifelink as long as it has five or more +1/+1 counters on it. Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life. 2/2 |
The Monumental Facade | Land — Sphere | The Monumental Facade enters the battlefield with two oil counters on it. {T}: Add {C}. {T}, Remove an oil counter from The Monumental Facade: Put an oil counter on target artifact or creature you control. Activate only as a sorcery. | |
Soul's Might | 4G | Sorcery | Put X +1/+1 counters on target creature, where X is that creature's power. |
Ursine Fylgja | 4W | Creature — Spirit Bear | Ursine Fylgja enters the battlefield with four healing counters on it. Remove a healing counter from Ursine Fylgja: Prevent the next 1 damage that would be dealt to Ursine Fylgja this turn. {2}{W}: Put a healing counter on Ursine Fylgja. 3/3 |
Avabruck Caretaker | 4GG | Creature — Human Werewolf | Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 4/4 |
Insidious Roots | BG | Enchantment | Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control. |
Blood Cultist | 1BR | Creature — Human Wizard | {T}: Blood Cultist deals 1 damage to target creature. Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. 1/1 |
Armament Corps | 2WBG | Creature — Human Soldier | When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. 4/4 |
Diamond City | Land | Diamond City enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) {T}: Add {C}. {T}: Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn. |