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17 May 2024: Card library updated.

Stalwart Pathlighter

2W · Creature — Human Soldier

Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn. 3/1

Similar cards

Color identity:
NameManaTypeText
Hammer Dropper 2RWCreature — Giant Soldier Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) 5/2
Linden, the Steadfast Queen WWWLegendary Creature — Human Noble Vigilance Whenever a white creature you control attacks, you gain 1 life. 3/3
Besmirch 1RRSorcery Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Blood-Chin Rager 1BCreature — Human Warrior Whenever Blood-Chin Rager attacks, Warrior creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.) 2/2
Price of Loyalty 2RSorcery Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
Determined Iteration 1REnchantment At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
Disciple of Kangee 2WCreature — Human Wizard {U}, {T}: Target creature gains flying and becomes blue until end of turn. 2/2
Righteous War 1WBEnchantment White creatures you control have protection from black. Black creatures you control have protection from white.
Blessing of Belzenlok BInstant Target creature gets +2/+1 until end of turn. If it's legendary, it also gains lifelink until end of turn.
Eccentric Apprentice 2UCreature — Tiefling Wizard Flying When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn. 2/2
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