M:tG card similarity search
4WW · Creature — Bird Soldier
Flying {1}: Swooping Talon loses flying until end of turn. Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 2/6
Name | Mana | Type | Text |
---|---|---|---|
Assault Zeppelid | 2GU | Creature — Beast | Flying, trample 3/3 |
Sap Sucker | Artifact — Contraption | Whenever you crank Sap Sucker, add {G}. Until end of turn, you don't lose this mana as steps and phases end. | |
Pestilent Kathari | 2B | Creature — Bird Warrior | Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{R}: Pestilent Kathari gains first strike until end of turn. 1/1 |
Rakdos, the Showstopper | 4BR | Legendary Creature — Demon | Flying, trample When Rakdos, the Showstopper enters the battlefield, flip a coin for each creature that isn't a Demon, Devil, or Imp. Destroy each creature whose coin comes up tails. 6/6 |
Skyline Despot | 5RR | Creature — Dragon | Flying When Skyline Despot enters the battlefield, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying. 5/5 |
Angelic Captain | 3RW | Creature — Angel Ally | Flying Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally. 4/3 |
Staying Power | 2W | Enchantment | "Until end of turn" and "this turn" effects don't end. |
Nimbus Naiad | 2U | Enchantment Creature — Nymph | Bestow {4}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying Enchanted creature gets +2/+2 and has flying. 2/2 |
Vectis Silencers | 2U | Artifact Creature — Human Rogue | {2}{B}: Vectis Silencers gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) 1/2 |
Courageous Resolve | 2W | Instant | Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn. |