M:tG card similarity search
4B · Creature — Wurm Horror
Landfall — Whenever a land enters the battlefield under your control, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 5/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Nature's Will | 2GG | Enchantment | Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control. |
| Heir of the Ancient Fang | 2G | Creature — Snake Samurai | Heir of the Ancient Fang enters the battlefield with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.) 2/3 |
| Foxfire Oak | 5G | Creature — Treefolk Shaman | {R/G}{R/G}{R/G}: Foxfire Oak gets +3/+0 until end of turn. 3/6 |
| Ride Guide | 4W | Creature — Human Employee | When Ride Guide enters the battlefield, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) 4/4 |
| Shivan Wumpus | 3R | Creature — Beast | Trample When Shivan Wumpus enters the battlefield, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library. 6/6 |
| Firescreamer | 3B | Creature — Kavu | {R}: Firescreamer gets +1/+0 until end of turn. 2/2 |
| Magmatic Scorchwing | 3RR | Creature — Dragon | Flying When Magmatic Scorchwing enters the battlefield, if there are no nonbasic land cards in your library, Magmatic Scorchwing deals 3 damage to any target. 4/4 |
| Contortionist Otter Storm | Stickers | {TK}{TK} — {T}: Target creature gains haste until end of turn. {TK}{TK}{TK}{TK} — Deathtouch, lifelink {TK}{TK} — 5/1 {TK}{TK}{TK} — 3/5 | |
| Frontline Medic | 2W | Creature — 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 |
| Merry-Go-Round | Artifact — Attraction | Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) |