M:tG card similarity search
3B · Creature — Horror
At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player. 2/4
Name | Mana | Type | Text |
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Uktabi Efreet | 2GG | Creature — Efreet | Cumulative upkeep {G} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 5/4 |
The Flux | 2RR | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — The Flux deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}. |
Mount Doom | Legendary Land | {T}, Pay 1 life: Add {B} or {R}. {1}{B}{R}, {T}: Mount Doom deals 1 damage to each opponent. {5}{B}{R}, {T}, Sacrifice Mount Doom and a legendary artifact: Choose up to two creatures, then destroy the rest. Activate only as a sorcery. | |
Costume Shop | Artifact — Attraction | Visit — You may put a sticker on a nonland permanent you own. | |
Cloistered Youth | 1W | Creature — Human | At the beginning of your upkeep, you may transform Cloistered Youth. 1/1 |
Lacerate Flesh | 4R | Sorcery | Lacerate Flesh deals 4 damage to target creature. Create a number of Blood tokens equal to the amount of excess damage dealt to that creature this way. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") |
Wildblood Pack | Creature — Werewolf | Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack. 5/5 | |
Introduction to Annihilation | 5 | Sorcery — Lesson | Exile target nonland permanent. Its controller draws a card. |
Howlpack Avenger | Creature — Werewolf | Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target. {1}{R}: Howlpack Avenger gets +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/4 | |
Near-Death Experience | 2WWW | Enchantment | At the beginning of your upkeep, if you have exactly 1 life, you win the game. |