M:tG card similarity search
2W · Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has "{2}{W}: Untap this creature."
| Name | Mana | Type | Text |
|---|---|---|---|
| Seizures | 1B | Enchantment — Aura | Enchant creature Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays {3}. |
| Blood Lust | 1R | Instant | If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. |
| Nettling Nuisance | 2B | Creature — Faerie Rogue | Flying Whenever one or more Faeries you control deal combat damage to a player, that player creates a 4/2 red Pirate creature token with "This creature can't block." The token is goaded for the rest of the game. (It attacks each combat if able and attacks a player other than you if able.) 3/1 |
| Sword of Light and Shadow | 3 | Artifact — Equipment | Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2} |
| Lorehold Apprentice | RW | Creature — Human Cleric | Magecraft — Whenever you cast or copy an instant or sorcery spell, until end of turn, Spirit creatures you control gain "{T}: This creature deals 1 damage to each opponent." 2/2 |
| Dredging Claw | 2 | Artifact — Equipment | Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever a creature enters the battlefield from your graveyard, you may attach Dredging Claw to it. Equip {1}{B} ({1}{B}: Attach to target creature you control. Equip only as a sorcery.) |
| Centaur Chieftain | 3G | Creature — Centaur | Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn." 3/3 |
| Hostile Takeover | 2UBR | Sorcery | Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature. |
| Short Circuit | 1U | Enchantment — Aura | Flash Enchant artifact or creature As long as enchanted permanent is a creature, it gets -3/-0 and loses flying. |
| Master of the Wild Hunt | 2GG | Creature — Human Shaman | At the beginning of your upkeep, create a 2/2 green Wolf creature token. {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves. 3/3 |