Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rootwater Hunter

2U · Creature — Merfolk

{T}: Rootwater Hunter deals 1 damage to any target. 1/1

Similar cards

Color identity:
NameManaTypeText
Spinning Darkness 4BBInstant You may exile the top three black cards of your graveyard rather than pay this spell's mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life.
Guttersnipe 2RCreature — Goblin Shaman Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent. 2/2
Ishi-Ishi, Akki Crackshot 1RLegendary Creature — Goblin Warrior Whenever an opponent casts a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player. 1/1
Krazy Kow 3RCreature — Cow At the beginning of your upkeep, roll a six-sided die. If you a roll a 1, sacrifice Krazy Kow and it deals 3 damage to each creature and each player. 3/3
Foundry Helix 1RWInstant As an additional cost to cast this spell, sacrifice a permanent. Foundry Helix deals 4 damage to any target. If the sacrificed permanent was an artifact, you gain 4 life.
Black Market Tycoon RGCreature — Cat Rogue At the beginning of your upkeep, Black Market Tycoon deals 2 damage to you for each Treasure you control. {T}: Create a Treasure token. 2/2
Starstorm XRRInstant Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Toralf's Hammer 1RLegendary Artifact — Equipment Equipped creature has "{1}{R}, {T}, Unattach Toralf's Hammer: It deals 3 damage to any target. Return Toralf's Hammer to its owner's hand." Equipped creature gets +3/+0 as long as it's legendary. Equip {1}{R}
A-Forge Boss 2BRCreature — Human Warrior Whenever you sacrifice one or more other creatures, Forge Boss deals 2 damage to each opponent. This ability triggers only once each turn. 4/4
The Flux 2RREnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — The Flux deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}.
Page 139