M:tG card similarity search
3 · Artifact Creature — Construct
{R}: Target creature can't block Spin Engine this turn. 3/1
Name | Mana | Type | Text |
---|---|---|---|
Duskmantle Operative | 1B | Creature — Human Rogue | Duskmantle Operative can't be blocked by creatures with power 4 or greater. 2/2 |
Ironclaw Buzzardiers | 2R | Creature — Orc Scout | Ironclaw Buzzardiers can't block creatures with power 2 or greater. {R}: Ironclaw Buzzardiers gains flying until end of turn. 2/2 |
Canal Courier | 5U | Creature — Human Rogue | When Canal Courier enters the battlefield, you become the monarch. Whenever Canal Courier and another creature attack different players, Canal Courier can't be blocked this combat. 3/5 |
Goblin Javelineer | R | Creature — Goblin Warrior | Haste Whenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it. 1/1 |
Rimehorn Aurochs | 4G | Snow Creature — Aurochs | Trample Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. {2}{S}: Target creature blocks target creature this turn if able. ({S} can be paid with one mana from a snow source.) 3/3 |
Courageous Resolve | 2W | Instant | Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn. |
Barrage of Boulders | 2R | Sorcery | Barrage of Boulders deals 1 damage to each creature you don't control. Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn. |
Tangleclaw Werewolf | 2GG | Creature — Werewolf Horror | Tangleclaw Werewolf can block an additional creature each combat. {6}{G}: Transform Tangleclaw Werewolf. 2/4 |
Neyith of the Dire Hunt | 2GG | Legendary Creature — Human Warrior | Whenever one or more creatures you control fight or become blocked, draw a card. At the beginning of combat on your turn, you may pay {2}{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either {R} or {G}.) 3/3 |
Katabatic Winds | 2G | Enchantment | Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Creatures with flying can't attack or block, and their activated abilities with {T} in their costs can't be activated. |