M:tG card similarity search
3R · Creature — Human Artificer
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Menace 3/3
Name | Mana | Type | Text |
---|---|---|---|
Robaran Mercenaries | 3W | Creature — Human Mercenary | Vigilance Robaran Mercenaries has all activated abilities of all legendary creatures you control. 3/4 |
Hidden Herbalists | 1G | Creature — Human Druid | Revolt — When Hidden Herbalists enters the battlefield, if a permanent you controlled left the battlefield this turn, add {G}{G}. 2/2 |
Dakmor Sorceress | 5B | Creature — Human Wizard | Dakmor Sorceress's power is equal to the number of Swamps you control. */4 |
Perimeter Patrol | 2G | Creature — Human Soldier | Whenever an artifact enters the battlefield under your control, Perimeter Patrol gets +1/+0 until end of turn. 3/3 |
Archfiend's Vessel | B | Creature — Human Cleric | Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Archfiend's Vessel enters the battlefield, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying. 1/1 |
Vulshok Heartstoker | 2R | Creature — Human Shaman | When Vulshok Heartstoker enters the battlefield, target creature gets +2/+0 until end of turn. 2/2 |
Wakedancer | 2B | Creature — Human Shaman | Morbid — When Wakedancer enters the battlefield, if a creature died this turn, create a 2/2 black Zombie creature token. 2/2 |
Ollenbock Escort | W | Creature — Human Cleric | Vigilance Sacrifice Ollenbock Escort: Target creature you control with a +1/+1 counter on it gains lifelink and indestructible until end of turn. 1/1 |
Steam Catapult | 3WW | Creature — Human Soldier | {T}: Destroy target tapped creature. Activate only during your turn, before attackers are declared. 2/3 |
Outland Liberator | 1G | Creature — Human Werewolf | {1}, Sacrifice Outland Liberator: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/2 |