M:tG card similarity search
· Land
When Radiant Fountain enters the battlefield, you gain 2 life. {T}: Add {C}.
| Name | Mana | Type | Text |
|---|---|---|---|
| Six-Sided Die | 2B | Instant | Choose target creature. Roll a six-sided die. 1 — It has base toughness 1 until end of turn. 2 — Put two -1/-1 counters on it. 3 — Six-Sided Die deals 3 damage to it and you gain 3 life. 4 — It gets -4/-4 until end of turn. 5 — Destroy it. 6 — Exile it. |
| Retreat to Kazandu | 2G | Enchantment | Landfall — Whenever a land enters the battlefield under your control, choose one — • Put a +1/+1 counter on target creature. • You gain 2 life. |
| Mind Flayer | 3UU | Creature — Horror | Dominate Monster — When Mind Flayer enters the battlefield, gain control of target creature for as long as you control Mind Flayer. 3/3 |
| Jadeheart Attendant | Artifact Creature — Golem | When Jadeheart Attendant enters the battlefield, you gain life equal to the mana value of the exiled card used to craft it. 7/7 | |
| Essence Bottle | 2 | Artifact | {3}, {T}: Put an elixir counter on Essence Bottle. {T}, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way. |
| Wet Willie of the Damned | 2BB | Sorcery | Wet Willie of the Damned deals 2½ damage to any target and you gain 2½ life. |
| Azra Smokeshaper | 3B | Creature — Azra Ninja | Ninjutsu {1}{B} ({1}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) When Azra Smokeshaper enters the battlefield, target creature you control gains indestructible until end of turn. 3/3 |
| Leafkin Druid | 1G | Creature — Elemental Druid | {T}: Add {G}. If you control four or more creatures, add {G}{G} instead. 0/3 |
| Working Stiff | 1B | Creature — Mummy | As Working Stiff enters the battlefield, straighten your arms. When you bend an elbow, sacrifice Working Stiff. 2/2 |
| Nirkana Assassin | 2B | Creature — Vampire Assassin Ally | Whenever you gain life, Nirkana Assassin gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) 2/3 |