M:tG card similarity search
4GG · Legendary Creature — Treefolk
Whenever Quickbeam, Upstart Ent or another Treefolk enters the battlefield under your control, up to two target creatures each get +2/+2 and gain trample until end of turn. 5/6
| Name | Mana | Type | Text |
|---|---|---|---|
| Flowering of the White Tree | WW | Legendary Enchantment | Legendary creatures you control get +2/+1 and have ward {1}. Nonlegendary creatures you control get +1/+1. |
| Heir of the Wilds | 1G | Creature — Human Warrior | Deathtouch Ferocious — Whenever Heir of the Wilds attacks, if you control a creature with power 4 or greater, Heir of the Wilds gets +1/+1 until end of turn. 2/2 |
| Favorable Winds | 1U | Enchantment | Creatures you control with flying get +1/+1. |
| Song of Freyalise | 1G | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn. |
| Thaumatog | 1GW | Creature — Atog | Sacrifice a land: Thaumatog gets +1/+1 until end of turn. Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn. 1/2 |
| Faith Unbroken | 3W | Enchantment — Aura | Enchant creature you control When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2. |
| Ambush Paratrooper | 1W | Creature — Human Soldier | Flash Flying {5}: Creatures you control get +1/+1 until end of turn. 1/2 |
| Disciple of Kangee | 2W | Creature — Human Wizard | {U}, {T}: Target creature gains flying and becomes blue until end of turn. 2/2 |
| Crown of Flames | R | Enchantment — Aura | Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. {R}: Return Crown of Flames to its owner's hand. |
| Risky Move | 3RRR | Enchantment | At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature. |