Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tolarian Entrancer

1U · Creature — Human Wizard

Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat. 1/1

Similar cards

Color identity:
NameManaTypeText
Sunrise Cavalier 1RWCreature — Human Knight Trample, haste If it's neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control. 3/3
Tormentor's Helm RArtifact — Equipment Equipped creature gets +1/+1. Whenever equipped creature becomes blocked, it deals 1 damage to defending player. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Ophidian 2UCreature — Snake Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian assigns no combat damage this turn. 1/3
Goldenglow Moth WCreature — Insect Flying Whenever Goldenglow Moth blocks, you may gain 4 life. 0/1
Sustainer of the Realm 2WWCreature — Angel Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. 2/3
Vortex Elemental UCreature — Elemental {U}: Put Vortex Elemental and each creature blocking or blocked by it on top of their owners' libraries, then those players shuffle. {3}{U}{U}: Target creature blocks Vortex Elemental this turn if able. 0/1
Mounted Archers 3WCreature — Human Soldier Archer Reach (This creature can block creatures with flying.) {W}: Mounted Archers can block an additional creature this turn. 2/3
Hythonia the Cruel 4BBLegendary Creature — Gorgon Deathtouch {6}{B}{B}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Hythonia the Cruel becomes monstrous, destroy all non-Gorgon creatures. 4/6
Vampire Envoy 2BCreature — Vampire Cleric Ally Flying Whenever Vampire Envoy becomes tapped, you gain 1 life. 1/4
Thelonite Druid 2GCreature — Human Cleric Druid {1}{G}, {T}, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands. 1/1
Page 30