Card Codex

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17 May 2024: Card library updated.

Thorntooth Witch

5B · Creature — Treefolk Shaman

Whenever you cast a Treefolk spell, you may have target creature get +3/-3 until end of turn. 3/4

Similar cards

Color identity:
NameManaTypeText
Pact Weapon 3BArtifact — Equipment As long as Pact Weapon is attached to a creature, you don't lose the game for having 0 or less life. Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value. Equip—Discard a card.
Vish Kal, Blood Arbiter 4WBBLegendary Creature — Vampire Flying, lifelink Sacrifice a creature: Put X +1/+1 counters on Vish Kal, Blood Arbiter, where X is the sacrificed creature's power. Remove all +1/+1 counters from Vish Kal: Target creature gets -1/-1 until end of turn for each +1/+1 counter removed this way. 5/5
Echoing Equation 3UUSorcery Choose target creature you control. Each other creature you control becomes a copy of it until end of turn, except those creatures aren't legendary.
Gaddock Teeg GWLegendary Creature — Kithkin Advisor Noncreature spells with mana value 4 or greater can't be cast. Noncreature spells with {X} in their mana costs can't be cast. 2/2
Dwarven Patrol 2RCreature — Dwarf Dwarven Patrol doesn't untap during your untap step. Whenever you cast a nonred spell, untap Dwarven Patrol. 4/2
Summoner's Bane 2UUInstant Counter target creature spell. Create a 2/2 blue Illusion creature token.
Firedrinker Satyr RCreature — Satyr Shaman Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you. {1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you. 2/1
Fallen Ideal 2BEnchantment — Aura Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
Pathbreaker Ibex 4GGCreature — Goat Whenever Pathbreaker Ibex attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control. 3/3
Heroic Intervention 1GInstant Permanents you control gain hexproof and indestructible until end of turn.
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