M:tG card similarity search
U · Creature — Human Rogue
Flash When Zulaport Duelist enters the battlefield, up to one target creature gets -2/-0 until end of turn. Its controller mills two cards. (They put the top two cards of their library into their graveyard.) 1/1
Name | Mana | Type | Text |
---|---|---|---|
Seascape Aerialist | 4U | Creature — Merfolk Wizard Ally | Whenever Seascape Aerialist or another Ally enters the battlefield under your control, you may have Ally creatures you control gain flying until end of turn. 2/3 |
Auramancer | 2W | Creature — Human Wizard | When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand. 2/2 |
Fallaji Antiquarian | 3R | Creature — Human Artificer | Haste When Fallaji Antiquarian enters the battlefield, conjure a duplicate of another target nontoken creature or artifact you control into your graveyard. The duplicate perpetually gains unearth {1}{R}. 3/3 |
Marshal of Zhalfir | WU | Creature — Human Knight | Other Knights you control get +1/+1. {W}{U}, {T}: Tap another target creature. 2/2 |
Invasion of Moag | 2GW | Battle — Siege | (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Moag enters the battlefield, put a +1/+1 counter on each creature you control. |
Wicked Guardian | 3B | Creature — Human Noble | When Wicked Guardian enters the battlefield, you may have it deal 2 damage to another creature you control. If you do, draw a card. 4/2 |
Defy Gravity | U | Instant | Target creature gains flying until end of turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Karmic Guide | 3WW | Creature — Angel Spirit | Flying, protection from black Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield. 2/2 |
Opening Ceremony | 4RR | Sorcery | Add {W}{U}{B}{R}{G}{C}. You may open a sealed Magic booster pack. Until end of turn, you may cast spells from among the cards in that booster pack. |
Lose Calm | 3R | Sorcery | Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) |