M:tG card similarity search
1RG · Legendary Creature — Human Werewolf
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound 3/3
| Name | Mana | Type | Text |
|---|---|---|---|
| Quicksmith Spy | 3U | Creature — Human Artificer | When Quicksmith Spy enters the battlefield, target artifact you control gains "{T}: Draw a card" for as long as you control Quicksmith Spy. 2/3 |
| Flameblade Angel | 4RR | Creature — Angel | Flying Whenever a source an opponent controls deals damage to you or a permanent you control, you may have Flameblade Angel deal 1 damage to that source's controller. 4/4 |
| Koskun Falls | 2BB | World Enchantment | At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control. Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. |
| Khârn the Betrayer | 3R | Legendary Creature — Astartes Berserker | Berzerker — Khârn the Betrayer attacks or blocks each combat if able. Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards. The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it. 5/1 |
| Ohabi Caleria | 1GW | Legendary Creature — Elf Archer | Reach Untap all Archers you control during each other player's untap step. Whenever an Archer you control deals damage to a creature, you may pay {2}. If you do, draw a card. 1/3 |
| Emeria, the Sky Ruin | Land | Emeria, the Sky Ruin enters the battlefield tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. {T}: Add {W}. | |
| Case of the Crimson Pulse | 2R | Enchantment — Case | When this Case enters the battlefield, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards. |
| Drelnoch | 4U | Creature — Yeti Mutant | Whenever Drelnoch becomes blocked, you may draw two cards. 3/3 |
| Ghostly Pilferer | 1U | Creature — Spirit Rogue | Whenever Ghostly Pilferer becomes untapped, you may pay {2}. If you do, draw a card. Whenever an opponent casts a spell from anywhere other than their hand, draw a card. Discard a card: Ghostly Pilferer can't be blocked this turn. 2/1 |
| Ardent Recruit | W | Creature — Human Soldier | Metalcraft — Ardent Recruit gets +2/+2 as long as you control three or more artifacts. 1/1 |