Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tales of Master Seshiro

4G · Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter.) I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.

Similar cards

Color identity:
NameManaTypeText
Savage Firecat 3RRCreature — Elemental Cat Trample Savage Firecat enters the battlefield with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat. 0/0
Oran-Rief, the Vastwood Land Oran-Rief, the Vastwood enters the battlefield tapped. {T}: Add {G}. {T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Witchstalker 1GGCreature — Wolf Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker. 3/3
Stagecoach Security 4WCreature — Human Soldier When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 4/5
Sight of the Scalelords 4GEnchantment At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn.
Dance of Shadows 3BBSorcery — Arcane Creatures you control get +1/+0 and gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Territorial Scythecat 2GCreature — Cat Trample Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Territorial Scythecat. 2/1
Flycatcher Giraffid 4GCreature — Antelope Lizard Flycatcher Giraffid enters the battlefield with your choice of a vigilance counter or a reach counter on it. 3/5
Armed 1RSorcery Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
Sangrite Surge 4RGSorcery Target creature gets +3/+3 and gains double strike until end of turn.
Page 161