M:tG card similarity search
4U · Enchantment
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Name | Mana | Type | Text |
---|---|---|---|
Doorkeeper Thrull | 1W | Creature — Thrull | Flash Flying Artifacts and creatures entering the battlefield don't cause abilities to trigger. 1/2 |
Flavor Judge | 1W | Creature — Bird Advisor | {T}: Choose target spell or ability that targets a permanent you control. Then ask a person outside the game if the story of what will happen makes sense. If they say no, sacrifice Flavor Judge and counter that spell or ability. 2/2 |
Nimble Obstructionist | 2U | Creature — Bird Wizard | Flash Flying Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) When you cycle Nimble Obstructionist, counter target activated or triggered ability you don't control. 3/1 |
Marauding Sphinx | 3UU | Creature — Sphinx Rogue | Flying, vigilance, ward {2} Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) 3/5 |
Rimewind Cryomancer | 3U | Creature — Human Wizard | {1}, {T}: Counter target activated ability. Activate only if you control four or more snow permanents. (Mana abilities can't be targeted.) 2/3 |
Tajuru Preserver | 1G | Creature — Elf Shaman | Spells and abilities your opponents control can't cause you to sacrifice permanents. 2/1 |
Staff of the Ages | 3 | Artifact | Creatures with landwalk abilities can be blocked as though they didn't have those abilities. |
Scheming Fence | WU | Creature — Human Citizen | As Scheming Fence enters the battlefield, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities. 2/3 |
True Identity | 1W | Enchantment | Whenever True Identity or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn. Disguise {W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) |
Sister of Silence | 4U | Creature — Human Knight | Flash Psychic Abomination — When Sister of Silence enters the battlefield, counter target instant spell, sorcery spell, activated ability, or triggered ability. 3/3 |