M:tG card similarity search
2W · Legendary Planeswalker — Teyo
When Teyo, Geometric Tactician enters the battlefield, create a 0/4 white Wall creature token with defender and flying. [+1]: You and target opponent each draw a card. [−2]: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent. Loyalty 3
Name | Mana | Type | Text |
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Elkin Lair | 3R | World Enchantment | At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard. |
Sarulf's Packmate | 3G | Creature — Wolf | When Sarulf's Packmate enters the battlefield, draw a card. Foretell {1}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) 3/3 |
Feywild Caretaker | 4U | Creature — Orc Wizard | When Feywild Caretaker enters the battlefield, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying. 3/4 |
Alora, Cheerful Mastermind | 3WU | Legendary Creature — Halfling Rogue | Whenever you attack, up to one target attacking creature can't be blocked this turn. At the beginning of the next end step, return that creature to its owner's hand. If you do, create a 1/1 white Soldier creature token. 4/4 |
Capital Punishment | 4BB | Sorcery | Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature for each death vote and discards a card for each taxes vote. |
Spirited Companion | 1W | Enchantment Creature — Dog | When Spirited Companion enters the battlefield, draw a card. 1/1 |
Squad Commander | 3W | Creature — Kor Warrior | When Squad Commander enters the battlefield, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn. 3/3 |
Revenant Patriarch | 4B | Creature — Spirit | When Revenant Patriarch enters the battlefield, if {W} was spent to cast it, target player skips their next combat phase. Revenant Patriarch can't block. 4/3 |
Worthy Knight | 1W | Creature — Human Knight | Whenever you cast a Knight spell, create a 1/1 white Human creature token. 2/2 |
Stand or Fall | 3R | Enchantment | At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn. |