M:tG card similarity search
Name | Mana | Type | Text |
---|---|---|---|
Nightshade Harvester | 3B | Creature — Elf Shaman | Whenever a land enters the battlefield under an opponent's control, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester. 2/2 |
Spellshift | 3U | Instant | Counter target instant or sorcery spell. Its controller reveals cards from the top of their library until they reveal an instant or sorcery card. That player may cast that card without paying its mana cost. Then the player shuffles. |
Banding Sliver | 3WW | Creature — Sliver | All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 3/3 |
Mirkwood Trapper | 1GU | Creature — Elf Scout | Whenever a player attacks you, target attacking creature gets -2/-0 until end of turn. Whenever a player attacks, if they aren't attacking you, that player chooses an attacking creature. It gets +2/+0 until end of turn. 1/4 |
Mtenda Lion | G | Creature — Cat | Whenever Mtenda Lion attacks, defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn. 2/1 |
Reset | UU | Instant | Cast this spell only during an opponent's turn after their upkeep step. Untap all lands you control. |
Nezumi Informant | 1B | Creature — Rat Rogue | When Nezumi Informant enters the battlefield, each opponent discards a card. 1/1 |
Storm Caller | 2R | Creature — Ogre Shaman | When Storm Caller enters the battlefield, it deals 2 damage to each opponent. 3/2 |
Guardian of Faith | 1WW | Creature — 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 |
GO TO JAIL | W | Enchantment | When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL. |