M:tG card similarity search
· Land
{T}: Add {C}. {3}{B}{G}: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.
Name | Mana | Type | Text |
---|---|---|---|
Lazotep Convert | Creature — Zombie | You may have Lazotep Convert enter the battlefield as a copy of any creature card in a graveyard, except it's a 4/4 black Zombie in addition to its other colors and types. 4/4 | |
Organ Harvest | B | Sorcery | Your team may sacrifice any number of creatures. For each creature sacrificed this way, you add {B}{B}. |
Stuffed Bear | 2 | Artifact | {2}: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn. |
Archon of the Wild Rose | 2WW | Creature — Archon | Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying. 4/4 |
Catacomb Dragon | 4BB | Creature — Dragon | Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down. 4/4 |
Genju of the Realm | WUBRG | Legendary Enchantment — Aura | Enchant land {2}: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand. |
Primal Plasma | 3U | Creature — Elemental Shapeshifter | As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. */* |
March of the Machines | 3U | Enchantment | Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.) |
Gruesome Slaughter | 6 | Sorcery | Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature." |
A-Master of Winds | 2UU | Creature — Sphinx Wizard | Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5 |