Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

The Tarrasque

6GGG · Legendary Creature — Dinosaur

The Tarrasque has haste and ward {10} as long as it was cast. Whenever The Tarrasque attacks, it fights target creature defending player controls. 10/10

Similar cards

Color identity:
NameManaTypeText
Pulse Tracker BCreature — Vampire Rogue Whenever Pulse Tracker attacks, each opponent loses 1 life. 1/1
Konda's Hatamoto 1WCreature — Human Samurai Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.) 1/2
Kinscaer Harpoonist 3UCreature — Kithkin Soldier Flying Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn. 2/2
The Akroan War 3REnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as The Akroan War remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
Hollow Dogs 4BCreature — Phyrexian Zombie Dog Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. 3/3
Krond the Dawn-Clad GGGWWWLegendary Creature — Archon Flying, vigilance Whenever Krond the Dawn-Clad attacks, if it's enchanted, exile target permanent. 6/6
Rolling Stones 1WEnchantment Wall creatures can attack as though they didn't have defender.
Cobbled Wings 2Artifact — Equipment Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Neurok Hoversail 1Artifact — Equipment Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Take for a Ride 2RSorcery Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Page 40