M:tG card similarity search
1W · Creature — Human Knight
Vigilance Whenever East-Mark Cavalier deals damage to a Goblin or Orc, destroy that creature. 2/2
Name | Mana | Type | Text |
---|---|---|---|
Diviner Spirit | 4U | Creature — Spirit | Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards. 2/4 |
Longtusk Cub | 1G | Creature — Cat | Whenever Longtusk Cub deals combat damage to a player, you get {E}{E} (two energy counters). Pay {E}{E}: Put a +1/+1 counter on Longtusk Cub. 2/2 |
Noise Marine | 4R | Creature — Astartes Warrior | Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Sonic Blaster — When Noise Marine enters the battlefield, it deals damage equal to the number of spells you've cast this turn to any target. 3/2 |
Rockcaster Platoon | 5WW | Creature — Rhino Soldier | {4}{G}: Rockcaster Platoon deals 2 damage to each creature with flying and each player. 5/7 |
Death Charmer | 2B | Creature — Worm Mercenary | Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless they pay {2}. 2/2 |
Blood Cultist | 1BR | Creature — Human Wizard | {T}: Blood Cultist deals 1 damage to target creature. Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. 1/1 |
Firemane Avenger | 2RW | Creature — Angel | Flying Battalion — Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life. 3/3 |
Goblin Swine-Rider | R | Creature — Goblin | Whenever Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and each blocking creature. 1/1 |
Conductive Current | RRR | Sorcery | Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead." |
Circle of Protection: White | 1W | Enchantment | {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. |