M:tG card similarity search
· Land
{T}: Add {C}. {T}: Add {U} or {B}. Underground River deals 1 damage to you.
| Name | Mana | Type | Text |
|---|---|---|---|
| Pilgrim of Virtue | 2W | Creature — Human Cleric | Protection from black {W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage. 1/3 |
| Auspicious Ancestor | 3W | Creature — Human Cleric | When Auspicious Ancestor dies, you gain 3 life. Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life. 2/3 |
| Golgari Thug | 1B | Creature — Human Warrior | When Golgari Thug dies, put target creature card from your graveyard on top of your library. Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.) 1/1 |
| Squirrel-Powered Scheme | 2B | Enchantment | Increase the result of each die you roll by 2. |
| Arbor Elf | G | Creature — Elf Druid | {T}: Untap target Forest. 1/1 |
| 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 |
| Harsh Judgment | 2WW | Enchantment | As Harsh Judgment enters the battlefield, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. |
| Boggart Mob | 3B | Creature — Goblin Warrior | Champion a Goblin (When this enters the battlefield, sacrifice it unless you exile another Goblin you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a Goblin you control deals combat damage to a player, you may create a 1/1 black Goblin Rogue creature token. 5/5 |
| Puppet's Verdict | 1RR | Instant | Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater. |
| Dusk | 2WW | Sorcery | Destroy all creatures with power 3 or greater. |