M:tG card similarity search
1U · Creature — Merfolk Rogue
{U}: Deeptread Merrow gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) 2/1
| Name | Mana | Type | Text |
|---|---|---|---|
| Wand of Orcus | 2B | Legendary Artifact — Equipment | Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn. Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens. Equip {3} |
| Boros Elite | W | Creature — Human Soldier | Battalion — Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of turn. 1/1 |
| Malamet War Scribe | 3WW | Creature — Cat Warrior | When Malamet War Scribe enters the battlefield, creatures you control get +2/+1 until end of turn. 4/3 |
| Deepwood Wolverine | G | Creature — Wolverine | Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. 1/1 |
| Sapphire Collector | 2R | Creature — Human Mercenary | Prowess When you cast your second noncreature spell in a turn, conjure a card named Mox Sapphire into your hand. This ability triggers only once. {2}{U}: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. 3/3 |
| Blightcaster | 3B | Creature — Human Wizard | Whenever you cast an enchantment spell, you may have target creature get -2/-2 until end of turn. 2/3 |
| Gruesome Slaughter | 6 | Sorcery | Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature." |
| Treacherous Pit-Dweller | BB | Creature — Demon | When Treacherous Pit-Dweller enters the battlefield from a graveyard, target opponent gains control of it. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) 4/3 |
| The Gaffer | 2W | Legendary Creature — Halfling Peasant | At the beginning of each end step, if you gained 3 or more life this turn, draw a card. 2/3 |
| Loose in the Park | 1G | Enchantment — Aura | Enchant land When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it. {3}: Enchanted land becomes a copy of the exiled card until end of turn and gains haste. It's still a land. |