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17 May 2024: Card library updated.

Waterkin Shaman

1U · Creature — Elemental Shaman

Whenever a creature with flying enters the battlefield under your control, Waterkin Shaman gets +1/+1 until end of turn. 2/1

Similar cards

Color identity:
NameManaTypeText
First Day of Class 1RInstant Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Angel of the Dawn 4WCreature — Angel Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3
Charging Paladin 2WCreature — Human Knight Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. 2/2
Favorable Winds 1UEnchantment Creatures you control with flying get +1/+1.
Charging Bandits 4BCreature — Human Rogue Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. 3/3
Start Your Engines 3RSorcery Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Inferno Titan 4RRCreature — Giant {R}: Inferno Titan gets +1/+0 until end of turn. Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three targets. 6/6
Sewer Rats BCreature — Rat {B}, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Activate no more than three times each turn. 1/1
Angelic Exaltation 3WEnchantment Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Homura's Essence Legendary Enchantment Creatures you control get +2/+2 and have flying and "{R}: This creature gets +1/+0 until end of turn."
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