M:tG card similarity search
| Name | Mana | Type | Text |
|---|---|---|---|
| Elturgard Ranger | 4G | Creature — Human Elf Ranger | Reach When Elturgard Ranger enters the battlefield, create a 2/2 green Wolf creature token. 4/1 |
| Grusilda, Monster Masher | 3BR | Legendary Creature — Zombie Villain | Combined, enchanted, and equipped creatures you control have menace. {3}{B}{R}, {T}: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.) 4/4 |
| Great Defender | W | Instant | Target creature gets +0/+X until end of turn, where X is its mana value. |
| Brightmare | 2W | Creature — Unicorn | When Brightmare enters the battlefield, tap up to one target creature. You gain life equal to that creature's power. 2/3 |
| Reviving Vapors | 2WU | Instant | Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's mana value. Put all other cards revealed this way into your graveyard. |
| Aura Mutation | GW | Instant | Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value. |
| Shining Shoal | XWW | Instant — Arcane | You may exile a white card with mana value X from your hand rather than pay this spell's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead. |
| Nature's Will | 2GG | Enchantment | Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control. |
| Reckless Amplimancer | 1G | Creature — Elf Druid | {4}{G}: Double Reckless Amplimancer's power and toughness until end of turn. 2/2 |
| Desecrator Hag | 2B/GB/G | Creature — Hag | When Desecrator Hag enters the battlefield, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them. 2/2 |