M:tG card similarity search
1RR · Enchantment — Aura
Enchant land As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0. When Goblin Shrine leaves the battlefield, it deals 1 damage to each Goblin creature.
| Name | Mana | Type | Text |
|---|---|---|---|
| Umbris, Fear Manifest | 3UB | Legendary Creature — Nightmare Horror | Umbris, Fear Manifest gets +1/+1 for each card your opponents own in exile. Whenever Umbris or another Nightmare or Horror enters the battlefield under your control, target opponent exiles cards from the top of their library until they exile a land card. 1/1 |
| Polis Crusher | 2RG | Creature — Cyclops | Trample, protection from enchantments {4}{R}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) Whenever Polis Crusher deals combat damage to a player, if Polis Crusher is monstrous, destroy target enchantment that player controls. 4/4 |
| Minthara of the Absolute | 2WB | Legendary Creature — Elf Cleric | Starting intensity 0 Creatures you control get +X/+0, where X is Minthara of the Absolute's intensity. Whenever one or more permanents you control leave the battlefield, cards you own named Minthara of the Absolute intensify by 1. This ability triggers only once each turn. 2/4 |
| World Breaker | 6G | Creature — Eldrazi | Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach {2}{C}, Sacrifice a land: Return World Breaker from your graveyard to your hand. ({C} represents colorless mana.) 5/7 |
| Flame Fusillade | 3R | Sorcery | Until end of turn, permanents you control gain "{T}: This permanent deals 1 damage to any target." |
| Guardian of the Great Conduit | 3G | Creature — Elemental | Reach (This creature can block creatures with flying.) As long as you control a Nissa planeswalker, Guardian of the Great Conduit gets +2/+0 and has vigilance. (Attacking doesn't cause it to tap.) 2/4 |
| Crypt Ripper | 2BB | Creature — Shade | Haste {B}: Crypt Ripper gets +1/+1 until end of turn. 2/2 |
| Temporal Isolation | 1W | Enchantment — Aura | Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature. |
| Kazandu Mammoth | 1GG | Creature — Elephant | Landfall — Whenever a land enters the battlefield under your control, Kazandu Mammoth gets +2/+2 until end of turn. 3/3 |
| Team Pennant | 1 | Artifact — Equipment | Equipped creature gets +1/+1 and has vigilance and trample. Equip creature token {1} Equip {3} |