M:tG card similarity search
2W · Legendary Creature — Human Noble
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead. Equip abilities you activate cost {1} less to activate. 2/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Stonerise Spirit | 1W | Creature — Spirit Bird | Flying {4}, Exile a card from your graveyard: Target creature gains flying until end of turn. 1/2 |
| Tireless Hauler | 4G | Creature — Human Werewolf | Vigilance Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 4/5 |
| Dark Impostor | 2B | Creature — Vampire Assassin | {4}{B}{B}: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it. 2/2 |
| Godo, Bandit Warlord | 5R | Legendary Creature — Human Barbarian | When Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card, put it onto the battlefield, then shuffle. Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase. 3/3 |
| Bloodthorn Taunter | 1R | Creature — Human Scout | Haste {T}: Target creature with power 5 or greater gains haste until end of turn. 1/1 |
| Cunning Coyote | 1R | Creature — Coyote | Haste When Cunning Coyote enters the battlefield, another target creature you control gets +1/+1 and gains haste until end of turn. Plot {1}{R} (You may pay {1}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 2/2 |
| Cleric of Life's Bond | WB | Creature — Vampire Cleric | Whenever another Cleric enters the battlefield under your control, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on Cleric of Life's Bond. 2/2 |
| Daru Spiritualist | 1W | Creature — Human Cleric | Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. 1/1 |
| Tan Jolom, the Worldwalker | 1GWU | Legendary Creature — Spirit | At the beginning of combat on your turn, choose up to one target artifact or land you control that isn't a creature or token. Until end of turn, it becomes a 3/3 Spirit creature with vigilance and double team in addition to its other types. 3/3 |
| Warriors' Lesson | G | Instant | Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card." |