Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Verdant Outrider

2G · Creature — Human Knight

{1}{G}: Verdant Outrider can't be blocked by creatures with power 2 or less this turn. 4/2

Similar cards

Color identity:
NameManaTypeText
Unliving Psychopath 2BBCreature — Zombie Assassin {B}: Unliving Psychopath gets +1/-1 until end of turn. {B}, {T}: Destroy target creature with power less than Unliving Psychopath's power. 0/4
Elemental Bond 2GEnchantment Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
Kavu Lair 2GEnchantment Whenever a creature with power 4 or greater enters the battlefield, its controller draws a card.
Nightkin Ambusher 2UBCreature — Mutant Warrior Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When Nightkin Ambusher enters the battlefield, target player gets four rad counters. Nightkin Ambusher can't be blocked as long as defending player has a rad counter. 4/4
Glaring Spotlight 1Artifact Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. {3}, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
Surrak Dragonclaw 2GURLegendary Creature — Human Warrior Flash This spell can't be countered. Creature spells you control can't be countered. Other creatures you control have trample. 6/6
Hall Monitor RCreature — Lizard Shaman Haste {1}{R}, {T}: Target creature can't block this turn. 1/1
Glassdust Hulk 3WUArtifact Creature — Golem Whenever another artifact enters the battlefield under your control, Glassdust Hulk gets +1/+1 until end of turn and can't be blocked this turn. Cycling {W/U} ({W/U}, Discard this card: Draw a card.) 3/4
Mindless Null 2BCreature — Zombie Mindless Null can't block unless you control a Vampire. 2/2
Mosstodon 4GCreature — Plant Elephant {1}: Target creature with power 5 or greater gains trample until end of turn. 5/3
Page 56