M:tG card similarity search
2G/WG/WG/W · Enchantment
({G/W} can be paid with either {G} or {W}.) Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
| Name | Mana | Type | Text |
|---|---|---|---|
| Shaper Apprentice | 1U | Creature — Merfolk Wizard | Shaper Apprentice has flying as long as you control another Merfolk. 2/1 |
| Spawnbroker | 2U | Creature — Human Wizard | When Spawnbroker enters the battlefield, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls. 1/1 |
| Seafarer's Quay | Land | Blue legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) | |
| Storage Matrix | 3 | Artifact | As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during their untap step. That player can untap only permanents of the chosen type this step. |
| Crystacean | 3U | Creature — Crab | Flash 1/6 |
| The Celestial Toymaker | WUB | Legendary Creature — Rogue Artificer | Whenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those piles. Put that pile into your hand. At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn. 2/4 |
| Waxing Moon | 1G | Instant | Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn. |
| Village Reavers | Creature — Werewolf | Wolves and Werewolves you control have haste. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 5/4 | |
| Karoo Meerkat | 1G | Creature — Mongoose | Protection from blue 2/1 |
| True Conviction | 3WWW | Enchantment | Creatures you control have double strike and lifelink. |