M:tG card similarity search
3W · Creature — Pegasus
Flying {1}{W}: Sunmane Pegasus gains vigilance and lifelink until end of turn. 2/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Start | 2W | Instant | Create two 1/1 white Warrior creature tokens with vigilance. |
| Malady Invoker | Creature — Phyrexian Treefolk | When this creature transforms into Malady Invoker, target creature an opponent controls gets -0/-X until end of turn, where X is Malady Invoker's power. 3/3 | |
| Angelic Armaments | 3 | Artifact — Equipment | Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) |
| Nissa, Nature's Artisan | 4GG | Legendary Planeswalker — Nissa | [+3]: You gain 3 life. [−4]: Reveal the top two cards of your library. Put all land cards from among them onto the battlefield and the rest into your hand. [−12]: Creatures you control get +5/+5 and gain trample until end of turn. Loyalty 5 |
| Sudden Spinnerets | G | Instant | Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it. |
| Yarok's Fenlurker | BB | Creature — Horror | When Yarok's Fenlurker enters the battlefield, each opponent exiles a card from their hand. {2}{B}: Yarok's Fenlurker gets +1/+1 until end of turn. 1/1 |
| Wingmantle Chaplain | 3W | Creature — Human Cleric | Defender When Wingmantle Chaplain enters the battlefield, create a 1/1 white Bird creature token with flying for each creature with defender you control. Whenever another creature with defender enters the battlefield under your control, create a 1/1 white Bird creature token with flying. 0/3 |
| Dusk's Landing | B | Sorcery | Draw a card. If an opponent lost life this turn and you gained life this turn, seek two Vampire cards instead. |
| Merfolk Falconer | 3UU | Creature — Merfolk Wizard | Flying Whenever you cast a kicked spell, scry 2. 4/4 |
| Shizuko, Caller of Autumn | 1GG | Legendary Creature — Snake Shaman | At the beginning of each player's upkeep, that player adds {G}{G}{G}. Until end of turn, they don't lose this mana as steps and phases end. 2/3 |