Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Channel

GG · Sorcery

Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {C}.

Similar cards

Color identity:
NameManaTypeText
Arashin Cleric 1WCreature — Human Cleric When Arashin Cleric enters the battlefield, you gain 3 life. 1/3
Cathedral Sanctifier WCreature — Human Cleric When Cathedral Sanctifier enters the battlefield, you gain 3 life. 1/1
Temple Acolyte 1WCreature — Human Cleric When Temple Acolyte enters the battlefield, you gain 3 life. 1/3
Teroh's Faithful 3WCreature — Human Cleric When Teroh's Faithful enters the battlefield, you gain 4 life. 1/4
Tireless Missionaries 4WCreature — Human Cleric When Tireless Missionaries enters the battlefield, you gain 3 life. 2/3
Nettling Imp 2BCreature — Imp {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared. 1/1
Forsaken Miner BCreature — Skeleton Rogue Forsaken Miner can't block. Whenever you commit a crime, you may pay {B}. If you do, return Forsaken Miner from your graveyard to the battlefield. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) 2/2
Consul's Shieldguard 3WCreature — Dwarf Soldier When Consul's Shieldguard enters the battlefield, you get {E}{E} (two energy counters). Whenever Consul's Shieldguard attacks, you may pay {E}. If you do, another target attacking creature gains indestructible until end of turn. 3/4
Frontline Medic 2WCreature — Human Cleric Battalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}. 3/3
Daru Spiritualist 1WCreature — 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
Page 169