M:tG card similarity search
G · Creature — Elf
{T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.) 1/1
Name | Mana | Type | Text |
---|---|---|---|
Tajuru Snarecaster | 2G | Creature — Elf Rogue | Reach 1/4 |
Master Symmetrist | 2GG | Creature — Rhino Druid | Reach Whenever a creature you control with power equal to its toughness attacks, it gains trample until end of turn. 4/4 |
Colossal Heroics | 2G | Instant | Strive — This spell costs {1}{G} more to cast for each target beyond the first. Any number of target creatures each get +2/+2 until end of turn. Untap those creatures. |
Aquus Steed | 3U | Creature — Beast | {2}{U}, {T}: Target creature gets -2/-0 until end of turn. 1/3 |
Knight of Dawn | 1WW | Creature — Human Knight | First strike {W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn. 2/2 |
Death Pulse | 2BB | Instant | Target creature gets -4/-4 until end of turn. Cycling {1}{B}{B} ({1}{B}{B}, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. |
Alaborn Veteran | 2W | Creature — Human Knight | {T}: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared. 2/2 |
Vivien's Stampede | 4GG | Sorcery | Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn. |
Family Reunion | 1W | Instant | Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.) |
Firemantle Mage | 2R | Creature — Human Shaman Ally | Rally — Whenever Firemantle Mage or another Ally enters the battlefield under your control, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) 2/2 |