M:tG card similarity search
2GG · Creature — Yeti
Sylvan Yeti's power is equal to the number of cards in your hand. */4
Name | Mana | Type | Text |
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Tibalt, the Fiend-Blooded | RR | Legendary Planeswalker — Tibalt | [+1]: Draw a card, then discard a card at random. [−4]: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player. [−6]: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn. Loyalty 2 |
Flame Elemental | 2RR | Creature — Elemental | {R}, {T}, Sacrifice Flame Elemental: It deals damage equal to its power to target creature. 3/2 |
Underworld Hermit | 4BB | Creature — Human Peasant | When Underworld Hermit enters the battlefield, create a number of 1/1 green Squirrel creature tokens equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) 3/3 |
Skarrgan Skybreaker | 4RRG | Creature — Giant Shaman | Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) {1}, Sacrifice Skarrgan Skybreaker: It deals damage equal to its power to any target. 3/3 |
Rupture | 2R | Sorcery | Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player. |
Kiku, Night's Flower | BB | Legendary Creature — Human Assassin | {2}{B}{B}, {T}: Target creature deals damage to itself equal to its power. 1/1 |
Cadaverous Bloom | 3BG | Enchantment | Exile a card from your hand: Add {B}{B} or {G}{G}. |
Scrying Glass | 2 | Artifact | {3}, {T}: Choose a number greater than 0 and a color. Target opponent reveals their hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card. |
A-Meria's Outrider | 4R | Creature — Elf Archer | Reach Domain — When Meria's Outrider enters the battlefield, it deals damage equal to the number of basic land types among lands you control to any target. 4/4 |
Jumbo Imp | 2B | Creature — Imp | Flying As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result. 0/0 |