Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Archfiend of Ifnir

3BB · Creature — Demon

Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.) 5/4

Similar cards

Color identity:
NameManaTypeText
Misthoof Kirin 2WCreature — Kirin Flying, vigilance Megamorph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) 2/1
Fuss 2R/WInstant Put a +1/+1 counter on each attacking creature you control.
Mystical Tether 2WEnchantment You may cast Mystical Tether as though it had flash if you pay {2} more to cast it. When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Cytoplast Root-Kin 2GGCreature — Elemental Mutant Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. {2}: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin. 0/0
Agent of the Shadow Thieves 1BLegendary Enchantment — Background Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
Toralf, God of Fury 2RRLegendary Creature — God Trample Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent. 5/4
Stromkirk Patrol 4BCreature — Vampire Soldier Whenever Stromkirk Patrol deals combat damage to a player, put a +1/+1 counter on it. 4/3
Angelic Cub 1WCreature — Cat Angel Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as Angelic Cub has three or more +1/+1 counters on it, it has flying. 1/1
Pulsating Illusion 4UCreature — Illusion Flying Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Activate only once each turn. 0/1
Bronzebeak Moa 2GWCreature — Bird Whenever another creature enters the battlefield under your control, Bronzebeak Moa gets +3/+3 until end of turn. 2/2
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