Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Spined Sliver

RG · Creature — Sliver

Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it. 2/2

Similar cards

Color identity:
NameManaTypeText
Cloak and Dagger 2Tribal Artifact — Rogue Equipment Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip {3}
Way of the Thief 3UEnchantment — Aura Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
Nantuko Monastery Land {T}: Add {C}. Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Activate only if seven or more cards are in your graveyard.
You're in Command 1WSorcery Choose target creature you own and control. That creature becomes your commander. Any other commanders you have are no longer your commander. (That creature starts with a commander tax of {0}.)
Begin Anew GGWWSorcery Destroy all creatures. Creature cards in your hand perpetually get +1/+1.
Rouse the Mob RInstant Strive — This spell costs {2}{R} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain trample until end of turn.
Knowledge Is Power 3WUEnchantment Creatures you control get +X/+X, where X is the number of cards you've drawn this turn.
Webspinner Cuff 2GArtifact Creature — Equipment Spider Reach Equipped creature gets +1/+4 and has reach. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 1/4
Aerial Formation UInstant Strive — This spell costs {2}{U} more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain flying until end of turn.
The Zephyr Maze Plane — Kyneth Creatures with flying get +2/+0. Creatures without flying get -2/-0. Whenever chaos ensues, target creature gains flying until end of turn.
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