M:tG card similarity search
2W · Creature — Human Wizard
Vigilance (Attacking doesn't cause this creature to tap.) Warden of the Beyond gets +2/+2 as long as an opponent owns a card in exile. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Megatog | 4RR | Creature — Atog | Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn. 3/4 |
Abzan Runemark | 2W | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent. |
Sword of the Paruns | 4 | Artifact — Equipment | As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. {3}: You may tap or untap equipped creature. Equip {3} |
Fearless Pup | R | Creature — Wolf | First strike Boast — {2}{R}: Fearless Pup gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.) 1/1 |
Hundred-Handed One | 2WW | Creature — Giant | Vigilance {3}{W}{W}{W}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat. 3/5 |
Croakid Amphibonaut | 4U | Creature — Frog Guest | Croakid Amphibonaut has flying as long as you control a stickered permanent. 4/3 |
Cemetery Protector | 2WW | Creature — Human Soldier | Flash When Cemetery Protector enters the battlefield, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token. 3/4 |
Genasi Rabble-Rouser | 1R | Creature — Elemental Shaman | Double team {1}{R}: Creatures you control named Genasi Rabble-Rouser get +1/+0 until end of turn. 1/3 |
Fangblade Brigand | 3R | Creature — Human Werewolf | {1}{R}: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 3/4 |
Memory Vessel | 3RR | Artifact | {T}, Exile Memory Vessel: Each player exiles the top seven cards of their library. Until your next turn, players may play cards they exiled this way, and they can't play cards from their hand. Activate only as a sorcery. |