M:tG card similarity search
2RR · Legendary Creature — Human Knight
Haste Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. 4/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Serpentine Basilisk | 2GG | Creature — Basilisk | Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat. Morph {1}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 2/3 |
| Sentinel Spider | 3GG | Creature — Spider | Vigilance, reach 4/4 |
| Skysnare Spider | 4GG | Creature — Spider | Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.) 6/6 |
| Imoen, Trickster Friend | 1U | Legendary Creature — Human Rogue Wizard | Specialize {5}. This ability costs {3} less to activate if there are two or more instant and/or sorcery cards in your graveyard. Imoen, Trickster Friend can't be blocked as long as it's attacking alone. 2/1 |
| Deathbringer Liege | 2W/BW/BW/B | Creature — Horror | Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped. 3/4 |
| Halimar Tidecaller | 2U | Creature — Human Wizard Ally | When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying. 2/3 |
| Rhystic Shield | 1W | Instant | Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays {2}. |
| Haunted Cloak | 3 | Artifact — Equipment | Equipped creature has vigilance, trample, and haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |
| Case of the Shattered Pact | 2 | Enchantment — Case | When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn. |
| Dawn's Reflection | 3G | Enchantment — Aura | Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors. |