Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Wakeroot Elemental

4GG · Creature — Elemental

{G}{G}{G}{G}{G}: Untap target land you control. It becomes a 5/5 Elemental creature with haste. It's still a land. (This effect lasts as long as that land remains on the battlefield.) 5/5

Similar cards

Color identity:
NameManaTypeText
Drag to the Bottom 2BBSorcery Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
Scute Swarm 2GCreature — Insect Landfall — Whenever a land enters the battlefield under your control, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead. 1/1
Gaea's Balance 3GSorcery As an additional cost to cast this spell, sacrifice five lands. Search your library for a land card of each basic land type, put those cards onto the battlefield, then shuffle.
Guul Draz Overseer 4BBCreature — Vampire Flying Landfall — Whenever a land enters the battlefield under your control, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead. 3/4
Mirari's Wake 3GWEnchantment Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana of any type that land produced.
Tomb of Urami Legendary Land {T}: Add {B}. Tomb of Urami deals 1 damage to you if you don't control an Ogre. {2}{B}{B}, {T}, Sacrifice all lands you control: Create Urami, a legendary 5/5 black Demon Spirit creature token with flying.
River of Tears Land {T}: Add {U}. If you played a land this turn, add {B} instead.
Worm Harvest 2B/GB/GB/GSorcery Create a 1/1 black and green Worm creature token for each land card in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Temporal Eddy 2UUSorcery Put target creature or land on top of its owner's library.
Village Watch 4RCreature — Human Werewolf Haste Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 4/3
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