M:tG card similarity search
GU · Creature — Merfolk Detective
At the beginning of combat on your turn, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") 2/2
| Name | Mana | Type | Text |
|---|---|---|---|
| Foxfire | 2G | Instant | Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Draw a card at the beginning of the next turn's upkeep. |
| Purgatory | 2WB | Enchantment | Whenever a nontoken creature is put into your graveyard from the battlefield, exile that card. At the beginning of your upkeep, you may pay {4} and 2 life. If you do, return a card exiled with Purgatory to the battlefield. |
| Helm of the Host | 4 | Legendary Artifact — Equipment | At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5} |
| Talus Paladin | 3W | Creature — Human Knight Ally | Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on Talus Paladin. 2/3 |
| Clam-I-Am | 2U | Creature — Clamfolk | If you roll a 3 on a six-sided die, you may reroll that die. 2/2 |
| Erg Raiders | 1B | Creature — Human Warrior | At the beginning of your end step, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. 2/3 |
| Grim Flayer | BG | Creature — Human Warrior | Trample Whenever Grim Flayer deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard. 2/2 |
| Mighty Emergence | 2G | Enchantment | Whenever a creature with power 5 or greater enters the battlefield under your control, you may put two +1/+1 counters on it. |
| Vine Snare | 2G | Instant | Prevent all combat damage that would be dealt this turn by creatures with power 4 or less. |
| Sanctum of Serra | Plane — Serra’s Realm | When you planeswalk away from Sanctum of Serra, destroy all nonland permanents. Whenever chaos ensues, you may have your life total become 20. |