Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tyranid Invasion

3G · Sorcery

Create a number of 3/3 green Tyranid Warrior creature tokens with trample equal to the number of opponents you have.

Similar cards

Color identity:
NameManaTypeText
Vexyr, Ich-Tekik's Heir GWULegendary Creature — Phyrexian Artificer Whenever you seek one or more cards, create a 3/3 colorless Phyrexian Golem artifact creature token. Golems you control have vigilance. 3/4
Settle the Wilds 2GSorcery Seek a basic land card and put it onto the battlefield tapped. Then seek a permanent card with mana value equal to the number of lands you control.
Redtooth Genealogist 2GCreature — Elf Advisor When Redtooth Genealogist enters the battlefield, create a Royal Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward {1}.) 2/3
Keening Stone 6Artifact {5}, {T}: Target player mills X cards, where X is the number of cards in that player's graveyard.
Stumpsquall Hydra XGGGCreature — Hydra When Stumpsquall Hydra enters the battlefield, distribute X +1/+1 counters among it and any number of commanders. 1/1
Wing Splicer 3UCreature — Phyrexian Human Artificer When Wing Splicer enters the battlefield, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying. 1/1
Seasons Past 4GGSorcery Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
Stroke of Midnight 2WInstant Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Improbable Alliance UREnchantment Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying. {4}{U}{R}: Draw a card, then discard a card.
S.N.O.T. GCreature — Ooze You may have S.N.O.T. enter the battlefield stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.) *²/*²
Page 214