Card Codex

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17 May 2024: Card library updated.

Thorncaster Sliver

4R · Creature — Sliver

Sliver creatures you control have "Whenever this creature attacks, it deals 1 damage to any target." 2/2

Similar cards

Color identity:
NameManaTypeText
Belle of the Brawl 2BCreature — Human Knight Menace (This creature can't be blocked except by two or more creatures.) Whenever Belle of the Brawl attacks, other Knights you control get +1/+0 until end of turn. 3/2
Last Night Together 3RGSorcery Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
Veteran Armorer 1WCreature — Human Soldier Other creatures you control get +0/+1. 2/2
Noble Vestige 2WCreature — Spirit Flying {T}: Prevent the next 1 damage that would be dealt to target player or planeswalker this turn. 1/2
Displace 2UInstant Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.
Earth-Origin Yak 3WCreature — Ox When Earth-Origin Yak enters the battlefield, creatures you control get +1/+1 until end of turn. 2/4
Monk Class WUEnchantment — Class (Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs {1} less to cast. {W}{U}: Level 2 When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. {1}{W}{U}: Level 3 At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Karplusan Yeti 3RRCreature — Yeti {T}: Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti. 3/3
Guardian of Faith 1WWCreature — Spirit Knight Flash Vigilance When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.) 3/2
Windstorm Drake 4UCreature — Drake Flying Other creatures you control with flying get +1/+0. 3/3
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