M:tG card similarity search
1RW · Creature — Human Knight
Trample, haste If it's neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control. 3/3
Name | Mana | Type | Text |
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Dread Statuary | Land | {T}: Add {C}. {4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land. | |
Veiled Crocodile | 2U | Enchantment | When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature. |
Faerie Conclave | Land | Faerie Conclave enters the battlefield tapped. {T}: Add {U}. {1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. | |
Tar Pit Warrior | 2B | Creature — Cyclops Warrior | When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it. 3/4 |
Lumbering Falls | Land | Lumbering Falls enters the battlefield tapped. {T}: Add {G} or {U}. {2}{G}{U}: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land. | |
Rhoda, Geist Avenger | 3W | Legendary Creature — Human Soldier | Partner with Timin, Youthful Geist (When this creature enters the battlefield, target player may put Timin into their hand from their library, then shuffle.) Vigilance Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda, Geist Avenger. 3/3 |
Scuttling Sentinel | 1G/UG/U | Creature — Crab Elf | Flash Vigilance When Scuttling Sentinel enters the battlefield, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.) 3/2 |
Stormchaser Drake | 1U | Creature — Drake | Flying Whenever Stormchaser Drake becomes the target of a spell you control, draw a card. 2/1 |
Knights of the Black Rose | 3WB | Creature — Human Knight | When Knights of the Black Rose enters the battlefield, you become the monarch. Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life. 4/4 |
Stirring Wildwood | Land | Stirring Wildwood enters the battlefield tapped. {T}: Add {G} or {W}. {1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land. |