M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Inspiring Captain | 3W | Creature — Human Knight | When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn. 3/3 |
Bloody Betrayal | 2R | Sorcery | Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") |
Dangerous | 3G | Sorcery | All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.) |
Azamuki, Treachery Incarnate | Legendary Creature — Spirit | Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn. 5/2 | |
Word of Seizing | 3RR | Instant | Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. |
Plea for Power | 3U | Sorcery | Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards. |
Blood Feud | 4RR | Sorcery | Target creature fights another target creature. (Each deals damage equal to its power to the other.) |
Clash of Titans | 3RR | Instant | Target creature fights another target creature. (Each deals damage equal to its power to the other.) |
Hunter's Blowgun | 1 | Artifact — Equipment | Equipped creature gets +1/+1. Equipped creature has deathtouch as long as it's your turn. Otherwise, it has reach. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) |
Thirsting Axe | 3 | Artifact — Equipment | Equipped creature gets +4/+0. At the beginning of your end step, if equipped creature didn't deal combat damage to a creature this turn, sacrifice it. Equip {2} |