M:tG card similarity search
3B · Creature — Zombie
Whenever Vengeful Dead or another Zombie dies, each opponent loses 1 life. 3/2
| Name | Mana | Type | Text |
|---|---|---|---|
| Vampire Scrivener | 4B | Creature — Vampire Warlock | Flying Whenever you gain life during your turn, put a +1/+1 counter on Vampire Scrivener. Whenever you lose life during your turn, put a +1/+1 counter on Vampire Scrivener. 2/2 |
| Twilight Prophet | 2BB | Creature — Vampire Cleric | Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value. 2/4 |
| Arashin Cleric | 1W | Creature — Human Cleric | When Arashin Cleric enters the battlefield, you gain 3 life. 1/3 |
| Cathedral Sanctifier | W | Creature — Human Cleric | When Cathedral Sanctifier enters the battlefield, you gain 3 life. 1/1 |
| Temple Acolyte | 1W | Creature — Human Cleric | When Temple Acolyte enters the battlefield, you gain 3 life. 1/3 |
| Teroh's Faithful | 3W | Creature — Human Cleric | When Teroh's Faithful enters the battlefield, you gain 4 life. 1/4 |
| Tireless Missionaries | 4W | Creature — Human Cleric | When Tireless Missionaries enters the battlefield, you gain 3 life. 2/3 |
| Doom Weaver | 4BB | Creature — Spider Horror | Reach Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power." 1/8 |
| Vigil for the Lost | 3W | Enchantment | Whenever a creature you control dies, you may pay {X}. If you do, you gain X life. |
| Chasm Guide | 3R | Creature — Goblin Scout Ally | Rally — Whenever Chasm Guide or another Ally enters the battlefield under your control, creatures you control gain haste until end of turn. 3/2 |