Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Teysa Karlov

2WB · Legendary Creature — Human Advisor

If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Creature tokens you control have vigilance and lifelink. 2/4

Similar cards

Color identity:
NameManaTypeText
Maelstrom Pulse 1BGSorcery Destroy target nonland permanent and all other permanents with the same name as that permanent.
Derevi, Empyrial Tactician GWULegendary Creature — Bird Wizard Flying Whenever Derevi, Empyrial Tactician enters the battlefield or a creature you control deals combat damage to a player, you may tap or untap target permanent. {1}{G}{W}{U}: Put Derevi onto the battlefield from the command zone. 2/3
Eliminate the Competition 4BSorcery As an additional cost to cast this spell, sacrifice X creatures. Destroy X target creatures.
Seedborn Muse 3GGCreature — Spirit Untap all permanents you control during each other player's untap step. 2/4
Keldon Strike Team 2RCreature — Human Warrior Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) When Keldon Strike Team enters the battlefield, if it was kicked, create two 1/1 white Soldier creature tokens. As long as Keldon Strike Team entered the battlefield this turn, creatures you control have haste. 3/1
Dokai, Weaver of Life Legendary Creature — Human Monk {4}{G}{G}, {T}: Create an X/X green Elemental creature token, where X is the number of lands you control. 3/3
Dispersal 3UBInstant Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
Vexilus Praetor 3WCreature — Custodes Warrior Flash Vigilance Aegis of the Emperor — Commanders you control have protection from everything. 3/4
Tribal Forcemage 1GCreature — Elf Wizard Morph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Tribal Forcemage is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn. 1/1
Jumbo Imp 2BCreature — 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
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