Card Codex

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17 May 2024: Card library updated.

Battle Angels of Tyr

2WW · Creature — Angel Knight

Flying, myriad Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player. 4/4

Similar cards

Color identity:
NameManaTypeText
Mirage Phalanx 4RRCreature — Human Soldier Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Mirage Phalanx is paired with another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses soulbond. Exile it at end of combat." 4/4
Safana, Calimport Cutthroat 2BLegendary Creature — Human Rogue Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.) 3/2
Spirit of the Labyrinth 1WEnchantment Creature — Spirit Each player can't draw more than one card each turn. 3/1
Orzhova Plane — Ravnica When you planeswalk away from Orzhova, each player returns all creature cards from their graveyard to the battlefield. Whenever chaos ensues, for each opponent, exile up to one target creature card from that player's graveyard.
Sphinx Mindbreaker 5UUCreature — Sphinx Flying When Sphinx Mindbreaker enters the battlefield, each opponent mills ten cards. 6/6
Ancestral Recall UInstant Target player draws three cards.
Secret Rendezvous 1WWSorcery You and target opponent each draw three cards.
Equal Treatment 1WInstant If any source would deal 1 or more damage to a permanent or player this turn, it deals 2 damage to that permanent or player instead. Draw a card.
Tamiyo's Safekeeping GInstant Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Kor Celebrant 2WCreature — Kor Cleric Whenever Kor Celebrant or another creature enters the battlefield under your control, you gain 1 life. 1/4
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