M:tG card similarity search
4R · Creature — Elemental Spirit
Stone Spirit can't be blocked by creatures with flying. 4/3
Name | Mana | Type | Text |
---|---|---|---|
Skyreaping | 1G | Sorcery | Skyreaping deals damage to each creature with flying equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) |
Moltensteel Dragon | 4R/PR/P | Artifact Creature — Phyrexian Dragon | ({R/P} can be paid with either {R} or 2 life.) Flying {R/P}: Moltensteel Dragon gets +1/+0 until end of turn. 4/4 |
Banshee | 2BB | Creature — Spirit | {X}, {T}: Banshee deals half X damage, rounded down, to any target, and half X damage, rounded up, to you. 0/1 |
Rescuer Chwinga | 1W | Creature — Elemental Spirit | Flash Natural Shelter — When Rescuer Chwinga enters the battlefield, you may return another permanent you control to its owner's hand. 2/2 |
Messenger Drake | 3UU | Creature — Drake | Flying When Messenger Drake dies, draw a card. 3/3 |
Archetype of Aggression | 1RR | Enchantment Creature — Human Warrior | Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample. 3/2 |
Tibor and Lumia | 2UR | Legendary Creature — Human Wizard | Whenever you cast a blue spell, target creature gains flying until end of turn. Whenever you cast a red spell, Tibor and Lumia deals 1 damage to each creature without flying. 3/3 |
Zealot il-Vec | 2W | Creature — Human Rebel | Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn. 1/1 |
Savvy Hunter | 1BG | Creature — Human Warrior | Whenever Savvy Hunter attacks or blocks, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") Sacrifice two Foods: Draw a card. 3/3 |
Aerie Mystics | 4W | Creature — Bird Wizard | Flying {1}{G}{U}: Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) 3/3 |