M:tG card similarity search
· Land
Irrigation Ditch enters the battlefield tapped. {T}: Add {W}. {T}, Sacrifice Irrigation Ditch: Add {G}{U}.
Name | Mana | Type | Text |
---|---|---|---|
Dementia Bat | 4B | Creature — Phyrexian Bat | Flying {4}{B}, Sacrifice Dementia Bat: Target player discards two cards. 2/2 |
Kujar Seedsculptor | 1G | Creature — Elf Druid | When Kujar Seedsculptor enters the battlefield, put a +1/+1 counter on target creature you control. 1/2 |
Rhox Meditant | 3W | Creature — Rhino Monk | When Rhox Meditant enters the battlefield, if you control a green permanent, draw a card. 2/4 |
Promise of Bunrei | 2W | Enchantment | When a creature you control dies, sacrifice Promise of Bunrei. If you do, create four 1/1 colorless Spirit creature tokens. |
Pharika's Spawn | 3B | Creature — Gorgon | Escape—{5}{B}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Pharika's Spawn escapes with two +1/+1 counters on it. When it enters the battlefield this way, each opponent sacrifices a non-Gorgon creature. 3/4 |
Leonin Bladetrap | 3 | Artifact | Flash (You may cast this spell any time you could cast an instant.) {2}, Sacrifice Leonin Bladetrap: It deals 2 damage to each attacking creature without flying. |
Dinotomaton | 3R | Artifact Creature — Dinosaur Gnome | Menace (This creature can't be blocked except by two or more creatures.) When Dinotomaton enters the battlefield, target creature you control gains menace until end of turn. 4/3 |
War Priest of Thune | 1W | Creature — Human Cleric | When War Priest of Thune enters the battlefield, you may destroy target enchantment. 2/2 |
Apprentice Necromancer | 1B | Creature — Zombie Wizard | {B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it. 1/1 |
Rainbow Dash | 1RW | Legendary Creature — Pegasus | Flying, haste Whenever a creature you control with flying and/or haste attacks, you get 20% cooler. (You start at 0% coolness.) Sonic Rainboom — {T}: If you're at least 100% cool, add {W}{U}{B}{R}{G}, draw a card, and reset your coolness. 2/2 |