M:tG card similarity search
1U · Legendary Creature — Human Wizard
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. 2/1
Name | Mana | Type | Text |
---|---|---|---|
Rime Dryad | G | Creature — Dryad | Snow forestwalk (This creature can't be blocked as long as defending player controls a snow Forest.) 1/2 |
Crafty Octopus | 2U | Host Creature — Octopus Rigger | When this creature enters the battlefield, this creature assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.) 1/3 |
Sanguine Sipper | 1W | Creature — Vampire Guest | Sanguine Sipper has lifelink as long as you control a stickered permanent. 3/1 |
Floodbringer | 1U | Creature — Moonfolk Wizard | Flying {2}, Return a land you control to its owner's hand: Tap target land. 1/2 |
Lurching Rotbeast | 3B | Creature — Zombie Beast | Cycling {B} ({B}, Discard this card: Draw a card.) 4/2 |
Simic Manipulator | 1UU | Creature — Mutant Wizard | Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way. 0/1 |
Daring Buccaneer | R | Creature — Human Pirate | As an additional cost to cast this spell, reveal a Pirate card from your hand or pay {2}. 2/2 |
Daybreak Chaplain | 1W | Creature — Human Cleric | Lifelink (Damage dealt by this creature also causes you to gain that much life.) 1/3 |
Korvold, Fae-Cursed King | 2BRG | Legendary Creature — Dragon Noble | Flying Whenever Korvold, Fae-Cursed King enters the battlefield or attacks, sacrifice another permanent. Whenever you sacrifice a permanent, put a +1/+1 counter on Korvold and draw a card. 4/4 |
A-Master of Winds | 2UU | Creature — Sphinx Wizard | Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5 |