M:tG card similarity search
· Land
{T}: Add {C}. {T}: Target land you control becomes the basic land type of your choice until end of turn.
Name | Mana | Type | Text |
---|---|---|---|
Town Sentry | 2W | Creature — Human Soldier | Whenever Town Sentry blocks, it gets +0/+2 until end of turn. 2/2 |
In the Darkness Bind Them | 2UBR | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you. IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you. |
Dawnfeather Eagle | 4W | Creature — Bird | Flying When Dawnfeather Eagle enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3 |
Strength Bobblehead | 3 | Artifact — Bobblehead | {T}: Add one mana of any color. {3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery. |
Gloom Sower | 5BB | Creature — Horror | Whenever Gloom Sower becomes blocked by a creature, that creature's controller loses 2 life and you gain 2 life. 8/6 |
Deep Freeze | 2U | Enchantment — Aura | Enchant creature Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types. |
Angel of the Dawn | 4W | Creature — Angel | Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3 |
Veil of Summer | G | Instant | Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.) |
Oracle en-Vec | 1W | Creature — Human Wizard | {T}: Target opponent chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, destroy each of the chosen creatures that didn't attack this turn. Activate only during your turn. 1/1 |
Merfolk Thaumaturgist | 2U | Creature — Merfolk Wizard | {T}: Switch target creature's power and toughness until end of turn. 1/2 |