M:tG card similarity search
3W · Creature — Dinosaur
Vigilance {1}{W}, {T}: Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it. 2/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Violent Eruption | 1RRR | Instant | Violent Eruption deals 4 damage divided as you choose among any number of targets. Madness {1}{R}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
| Caught in the Crossfire | RR | Instant | Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature. |
| Hexmark Destroyer | 4BB | Artifact Creature — Necron | Multi-threat Eliminator — Hexmark Destroyer can't be blocked except by six or more creatures. Unearth {4}{B}{B} ({4}{B}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 6/6 |
| Intimidation Bolt | 1RW | Instant | Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn. |
| Merfolk Skyscout | 2UU | Creature — Merfolk Scout | Flying Whenever Merfolk Skyscout attacks or blocks, untap target permanent. 2/3 |
| Soul Link | 1WB | Enchantment — Aura | Enchant creature Whenever enchanted creature deals damage, you gain that much life. Whenever enchanted creature is dealt damage, you gain that much life. |
| Callous Giant | 4RR | Creature — Giant | If a source would deal 3 or less damage to Callous Giant, prevent that damage. 4/4 |
| Glorfindel, Dauntless Rescuer | 2G | Legendary Creature — Elf Noble | Whenever you scry, choose one and Glorfindel, Dauntless Rescuer gets +1/+1 until end of turn. • Glorfindel must be blocked this turn if able. • Glorfindel can't be blocked by more than one creature each combat this turn. 3/2 |
| Fire Imp | 2R | Creature — Imp | When Fire Imp enters the battlefield, it deals 2 damage to target creature. 2/1 |
| Sacred Prey | G | Creature — Horse | Whenever Sacred Prey becomes blocked, you gain 1 life. 1/1 |