Card Codex

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17 May 2024: Card library updated.

Thassa's Emissary

3U · Enchantment Creature — Crab

Bestow {5}{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.) Whenever Thassa's Emissary or enchanted creature deals combat damage to a player, draw a card. Enchanted creature gets +3/+3. 3/3

Similar cards

Color identity:
NameManaTypeText
Breach 2BInstant Target creature gets +2/+0 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Captivating Unicorn 4WCreature — Unicorn Constellation — Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls. 4/4
Flicker of Fate 1WInstant Exile target creature or enchantment, then return it to the battlefield under its owner's control.
Insight 2UEnchantment Whenever an opponent casts a green spell, you draw a card.
Dowsing Shaman 4GCreature — Centaur Shaman {2}{G}, {T}: Return target enchantment card from your graveyard to your hand. 3/4
Return to Dust 2WWInstant Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Bounty of Might 4GGInstant Target creature gets +3/+3 until end of turn. Target creature gets +3/+3 until end of turn. Target creature gets +3/+3 until end of turn.
Seeds of Strength GWInstant Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.
Auspicious Arrival 1WInstant Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
The Girl in the Fireplace 2WEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.
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