M:tG card similarity search
2WW · Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
Name | Mana | Type | Text |
---|---|---|---|
Inspiring Cleric | 2W | Creature — Vampire Cleric | When Inspiring Cleric enters the battlefield, you gain 4 life. 3/2 |
Centaur Healer | 1GW | Creature — Centaur Cleric | When Centaur Healer enters the battlefield, you gain 3 life. 3/3 |
Stormfist Crusader | BR | Creature — Human Knight | Menace At the beginning of your upkeep, each player draws a card and loses 1 life. 2/2 |
Seraph Sanctuary | Land | When Seraph Sanctuary enters the battlefield, you gain 1 life. Whenever an Angel enters the battlefield under your control, you gain 1 life. {T}: Add {C}. | |
Peace Strider | 4 | Artifact Creature — Construct | When Peace Strider enters the battlefield, you gain 3 life. 3/3 |
Gerrard's Wisdom | 2WW | Sorcery | You gain 2 life for each card in your hand. |
Presence of the Wise | 2WW | Sorcery | You gain 2 life for each card in your hand. |
Profane Memento | 1 | Artifact | Whenever a creature card is put into an opponent's graveyard from anywhere, you gain 1 life. |
Bloodsoaked Reveler | Creature — Vampire | At the beginning of your end step, if you gained life this turn, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") {4}{B}: Each opponent loses 2 life and you gain 2 life. 3/3 | |
Moroii | 2UB | Creature — Vampire | Flying At the beginning of your upkeep, you lose 1 life. 4/4 |