M:tG card similarity search
1W · Enchantment — Aura
Enchant creature Enchanted creature has lifelink. {1}{W}: Attach Felidar Umbra to target creature you control. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
| Name | Mana | Type | Text |
|---|---|---|---|
| Defang | 1W | Enchantment — Aura | Enchant creature Prevent all damage that would be dealt by enchanted creature. |
| Inviolability | 1W | Enchantment — Aura | Enchant creature Prevent all damage that would be dealt to enchanted creature. |
| Muzzle | 1W | Enchantment — Aura | Enchant creature Prevent all damage that would be dealt by enchanted creature. |
| Old-Fashioned Vampire | 3BB | Creature — Vampyre | Flying Old-Fashioned Vampire gets +2/+2 and has deathtouch as long as it's dark outdoors. 3/3 |
| Hopeful Initiate | W | Creature — Human Warlock | Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) {2}{W}, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment. 1/2 |
| Gnarled Scarhide | B | Enchantment Creature — Minotaur | Bestow {3}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Gnarled Scarhide can't block. Enchanted creature gets +2/+1 and can't block. 2/1 |
| Simic Ascendancy | GU | Enchantment | {1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game. |
| Felidar Cub | 1W | Creature — Cat Beast | Sacrifice Felidar Cub: Destroy target enchantment. 2/2 |
| Quick-Draw Dagger | 3 | Artifact — Equipment | Flash When Quick-Draw Dagger enters the battlefield, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) |
| Angelic Armaments | 3 | Artifact — Equipment | Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) |