M:tG card similarity search
R · Creature — Goblin Warrior
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) As long as Goblin Glory Chaser is renowned, it has menace. (It can't be blocked except by two or more creatures.) 1/1
Name | Mana | Type | Text |
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Elvish Warmaster | 1G | Creature — Elf Warrior | Whenever one or more other Elves enter the battlefield under your control, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn. {5}{G}{G}: Elves you control get +2/+2 and gain deathtouch until end of turn. 2/2 |
Remnant of the Rising Star | Enchantment Creature — Dragon Spirit | Flying Whenever another creature enters the battlefield under your control, you may pay {X}. When you do, put X +1/+1 counters on that creature. As long as you control five or more modified creatures, Remnant of the Rising Star gets +5/+5 and has trample. (Equipment, Auras you control, and counters are modifications.) 2/2 | |
Strength of Isolation | 1W | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
Timely Ward | 2W | Enchantment — Aura | You may cast Timely Ward as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible. |
Nath's Elite | 4G | Creature — Elf Warrior | All creatures able to block Nath's Elite do so. When Nath's Elite enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) 4/2 |
A-Kargan Intimidator | 1R | Creature — Human Warrior | Cowards can't block Warriors. {1}: Choose one that hasn't been chosen this turn — • Target Warrior gets +1/+1 and gains trample until end of turn. • Target creature becomes a Coward until end of turn. 3/1 |
Leather Armor | 1 | Artifact — Equipment | Equipped creature gets +0/+1 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {0}. Activate only once each turn. |
Dapper Shieldmate | 3W | Creature — Human Soldier | Dapper Shieldmate enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) As long as it's your turn, Dapper Shieldmate gets +2/+0. 2/2 |
Lazier Goblin | R | Creature — Goblin | Motivate {3}{R} (This creature can't attack or block unless you have paid its motivate cost once. Motivate only as a sorcery.) When Lazier Goblin enters the battlefield, it deals 2 damage to any target. 2/1 |
Almost Perfect | 4GW | Enchantment — Aura | Enchant creature Enchanted creature has base power and toughness 9/10 and has indestructible. |