M:tG card similarity search
1G · Creature — Elf Druid Ally
Vigilance As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2. 2/3
Name | Mana | Type | Text |
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Squirrel Wrangler | 2GG | Creature — Human Druid | {1}{G}, Sacrifice a land: Create two 1/1 green Squirrel creature tokens. {1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn. 2/2 |
Wellspring | 1GW | Enchantment — Aura | Enchant land When Wellspring enters the battlefield, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn. |
Dryad of the Ilysian Grove | 2G | Enchantment Creature — Nymph Dryad | You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types. 2/4 |
Prairie Survivalist | 1W | Creature — Human Scout | Flying At the beginning of combat on your turn, target creature you control perpetually gets +1/+0. Then choose a creature card in your hand. It perpetually gets +1/+0. 0/1 |
Reef Shaman | U | Creature — Merfolk Shaman | {T}: Target land becomes the basic land type of your choice until end of turn. 0/2 |
Swimmer in Nightmares | 2U | Creature — Nightmare Merfolk | Swimmer in Nightmares gets +3/+0 as long as there are ten or more cards in a single graveyard. Swimmer in Nightmares can't be blocked as long as you control an Ashiok planeswalker. 1/4 |
Devastation | 5RR | Sorcery | Destroy all creatures and lands. |
Brotherhood Scribe | 1W | Creature — Human Artificer | Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts. Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn. 1/3 |
Sea Snidd | 4U | Creature — Beast | {T}: Target land becomes the basic land type of your choice until end of turn. 3/3 |
Legion's Initiative | RW | Enchantment | Red creatures you control get +1/+0. White creatures you control get +0/+1. {R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn. |