M:tG card similarity search
2G · Creature — Beast
When Sylvan Brushstrider enters the battlefield, you gain 2 life. 3/2
| Name | Mana | Type | Text |
|---|---|---|---|
| One Ring to Rule Them All | 2BB | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard. |
| Sanguine Glorifier | 3W | Creature — Vampire Cleric | When Sanguine Glorifier enters the battlefield, put a +1/+1 counter on another target Vampire you control. 3/3 |
| Bloodlord of Vaasgoth | 3BB | Creature — Vampire Warrior | Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.) Flying Whenever you cast a Vampire creature spell, it gains bloodthirst 3. 3/3 |
| A-Skemfar Avenger | 1B | Creature — Elf Berserker | Whenever another Elf or Berserker you control dies, you draw a card and you lose 1 life. 3/1 |
| Lord of Change | 6U | Creature — Demon | Flying, ward {3} Architect of Deception — When Lord of Change enters the battlefield, draw three cards. 6/6 |
| Brazen Freebooter | 3R | Creature — Human Pirate | When Brazen Freebooter enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 3/3 |
| Sailor of Means | 2U | Creature — Human Pirate | When Sailor of Means enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 1/4 |
| Break of Day | 1W | Instant | Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) |
| Hinterland Harbor | Land | Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island. {T}: Add {G} or {U}. | |
| Shoreline Scout | U | Creature — Merfolk Scout | When Shoreline Scout enters the battlefield, you may exile a Merfolk card or a land card from your hand. If you do, conjure a card named Tropical Island into your hand. As long as another Merfolk or an Island entered the battlefield under your control this turn, Shoreline Scout gets +1/+0. 1/1 |