M:tG card similarity search
4U · Creature — Zombie Horror
When Drownyard Amalgam enters the battlefield, target player mills three cards. (They put the top three cards of their library into their graveyard.) {2}{U}: Drownyard Amalgam can't be blocked this turn. 3/6
Name | Mana | Type | Text |
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Rope | G | Artifact — Clue Equipment | Equipped creature gets +1/+2, has reach, and can't be blocked by more than one creature. {2}, Sacrifice Rope: Draw a card. Equip {3} |
Flowering Lumberknot | 3G | Creature — Treefolk | Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond. 5/5 |
Rot Farm Skeleton | 2BG | Creature — Plant Skeleton | Rot Farm Skeleton can't block. {2}{B}{G}, Mill four cards: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate only as a sorcery. 4/1 |
Nekrataal | 2BB | Creature — Human Assassin | First strike When Nekrataal enters the battlefield, destroy target nonartifact, nonblack creature. That creature can't be regenerated. 2/1 |
Phyrexian Bloodstock | 4B | Creature — Phyrexian Zombie | When Phyrexian Bloodstock leaves the battlefield, destroy target white creature. It can't be regenerated. 3/3 |
Unexplained Vision | 4U | Sorcery | Draw three cards. Adamant — If at least three blue mana was spent to cast this spell, scry 3. |
Park Heights Maverick | 2G | Creature — Human Soldier | Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.) Park Heights Maverick can't be blocked by creatures with power 2 or less. Whenever Park Heights Maverick deals combat damage to a player or dies, proliferate. 2/2 |
Sphinx of the Final Word | 5UU | Creature — Sphinx | This spell can't be countered. Flying, hexproof Instant and sorcery spells you control can't be countered. 5/5 |
Suspicious Stowaway | 1U | Creature — Human Rogue Werewolf | Suspicious Stowaway can't be blocked. Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 1/1 |
Open into Wonder | XUU | Sorcery | X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card." |