M:tG card similarity search
G · Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
Name | Mana | Type | Text |
---|---|---|---|
Endless One | X | Creature — Eldrazi | Endless One enters the battlefield with X +1/+1 counters on it. 0/0 |
Thunderwolf Cavalry | 4W | Creature — Astartes Warrior | First strike Crushing Teeth — Whenever Thunderwolf Cavalry deals combat damage to a player, put a +1/+1 counter on each other creature you control. 4/4 |
Shinewend | 1W | Creature — Elemental | Flying Shinewend enters the battlefield with a +1/+1 counter on it. {1}{W}, Remove a +1/+1 counter from Shinewend: Destroy target enchantment. 0/0 |
Makeshift Battalion | 2W | Creature — Human Soldier | Battalion — Whenever Makeshift Battalion and at least two other creatures attack, put a +1/+1 counter on Makeshift Battalion. 3/2 |
Lead Golem | 5 | Artifact Creature — Golem | Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. 3/5 |
Satyr Hoplite | R | Creature — Satyr Soldier | Heroic — Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1 counter on Satyr Hoplite. 1/1 |
Explosive Entry | 1R | Sorcery | Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature. |
Gimli, Mournful Avenger | 1RG | Legendary Creature — Dwarf Warrior | Gimli, Mournful Avenger has indestructible as long as two or more creatures died under your control this turn. Whenever another creature you control dies, put a +1/+1 counter on Gimli. When this ability resolves for the third time this turn, Gimli fights up to one target creature you don't control. 3/2 |
Overwhelming Encounter | 3GG | Sorcery | Creatures you control gain vigilance and trample until end of turn. Roll a d20. 1—9 | Creatures you control get +2/+2 until end of turn. 10—19 | Put two +1/+1 counters on each creature you control. 20 | Put four +1/+1 counters on each creature you control. |
Angelic Cub | 1W | Creature — Cat Angel | Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as Angelic Cub has three or more +1/+1 counters on it, it has flying. 1/1 |