M:tG card similarity search
1W · Creature — Human Knight
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 2/1
Name | Mana | Type | Text |
---|---|---|---|
Shu Grain Caravan | 2W | Creature — Human Soldier | When Shu Grain Caravan enters the battlefield, you gain 2 life. 2/2 |
Shu Soldier-Farmers | 4W | Creature — Human Soldier | When Shu Soldier-Farmers enters the battlefield, you gain 4 life. 2/4 |
Staunch Defenders | 3WW | Creature — Human Soldier | When Staunch Defenders enters the battlefield, you gain 4 life. 3/4 |
Kazandu Blademaster | WW | Creature — Human Soldier Ally | First strike, vigilance Whenever Kazandu Blademaster or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Kazandu Blademaster. 1/1 |
Agent of Horizons | 2G | Creature — Human Rogue | {2}{U}: Agent of Horizons can't be blocked this turn. 3/2 |
Kiku, Night's Flower | BB | Legendary Creature — Human Assassin | {2}{B}{B}, {T}: Target creature deals damage to itself equal to its power. 1/1 |
Fervent Champion | R | Creature — Human Knight | First strike, haste Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target Fervent Champion cost {3} less to activate. 1/1 |
Rimewall Protector | 1UU | Creature — Giant Wizard | Ward {1} When Rimewall Protector enters the battlefield, each other Giant or Wizard you control and each Giant or Wizard card in your hand perpetually gains ward {1}. 3/4 |
Wizened Arbiter | WW | Creature — Human Soldier Wizard | When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand. 2/1 |
Burning-Yard Trainer | 4R | Creature — Human Knight | Trample, haste When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn. 3/3 |