Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Captivating Unicorn

4W · Creature — Unicorn

Constellation — Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls. 4/4

Similar cards

Color identity:
NameManaTypeText
Merfolk Trickster UUCreature — Merfolk Wizard Flash When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn. 2/2
Scab-Clan Giant 4RGCreature — Giant Warrior When Scab-Clan Giant enters the battlefield, it fights target creature an opponent controls chosen at random. 4/5
Sanctuary Lockdown 2WEnchantment Humans you control get +1/+1. {2}, Tap two untapped Humans you control: Tap target creature an opponent controls.
Sentinel of the Eternal Watch 5WCreature — Giant Soldier Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls. 4/6
Succumb to the Cold 2UInstant Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tempest Caller 2UUCreature — Merfolk Wizard When Tempest Caller enters the battlefield, tap all creatures target opponent controls. 2/3
Moradin's Disciples 3WCreature — Dwarf Cleric Double team Whenever Moradin's Disciples attacks, tap target creature defending player controls. 2/3
Magus of the Arena 4RRCreature — Human Wizard {3}, {T}: Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.) 5/5
Lyev Decree 1WSorcery Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Azorius Justiciar 2WWCreature — Human Wizard When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.) 2/2
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