Card Codex

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17 May 2024: Card library updated.

Tomik, Distinguished Advokist

WW · Legendary Creature — Human Advisor

Flying Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control. Your opponents can't play land cards from graveyards. 2/3

Similar cards

Color identity:
NameManaTypeText
Quirion Druid 2GCreature — Elf Druid {G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect lasts indefinitely.) 1/2
Infernal Offering 4BSorcery Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards. Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
Sylvan Advocate 1GCreature — Elf Druid Ally Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2. 2/3
Destructive Flow BRGEnchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
Biolume Serpent Creature — Serpent Sacrifice two Islands: Biolume Serpent can't be blocked this turn. 4/4
Troll of Khazad-dûm 5BCreature — Troll Troll of Khazad-dûm can't be blocked except by three or more creatures. Swampcycling {1} ({1}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) 6/5
Terraformer 2UCreature — Human Wizard {1}: Choose a basic land type. Each land you control becomes that type until end of turn. 2/2
Amphin Pathmage 3UCreature — Salamander Wizard {2}{U}: Target creature can't be blocked this turn. 3/2
Defective Detective 2UCreature — Human Spy Defective Detective can't be blocked. When Defective Detective enters the battlefield, a person outside the game looks at target opponent's hand and chooses a card from it. That player reveals that card. 2/1
Keen-Eared Sentry 1WCreature — Human Soldier You have hexproof. (You can't be the target of spells or abilities your opponents control.) Each opponent can't venture into the dungeon more than once each turn. 2/1
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