Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Witch's Clinic

· Land

{T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.

Similar cards

Color identity:
NameManaTypeText
Seafloor Debris Land Seafloor Debris enters the battlefield tapped. {T}: Add {U}. {T}, Sacrifice Seafloor Debris: Add one mana of any color.
Timberland Ruins Land Timberland Ruins enters the battlefield tapped. {T}: Add {G}. {T}, Sacrifice Timberland Ruins: Add one mana of any color.
Joraga Bard 3GCreature — Elf Rogue Bard Ally Whenever Joraga Bard or another Ally enters the battlefield under your control, you may have Ally creatures you control gain vigilance until end of turn. 1/4
Tidal Warrior UCreature — Merfolk Warrior {T}: Target land becomes an Island until end of turn. 1/1
Dreadwurm 4BCreature — Wurm Horror Landfall — Whenever a land enters the battlefield under your control, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 5/4
Ogre Geargrabber 4RRCreature — Ogre Warrior Whenever Ogre Geargrabber attacks, gain control of target Equipment an opponent controls until end of turn. Attach it to Ogre Geargrabber. When you lose control of that Equipment, unattach it. 4/4
Furious Resistance RInstant Target blocking creature gets +3/+0 and gains first strike until end of turn.
Conduit Pylons Land — Desert When Conduit Pylons enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}. {1}, {T}: Add one mana of any color.
Silver Shroud Costume 2Artifact — Equipment Flash When Silver Shroud Costume enters the battlefield, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip {3}
Reckless Stormseeker 2RCreature — Human Werewolf At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3
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