M:tG card similarity search
4U · Creature — Elemental
Whimwader can't attack unless defending player controls a blue permanent. 6/4
Name | Mana | Type | Text |
---|---|---|---|
Tidal Flats | U | Enchantment | {U}{U}: For each attacking creature without flying, its controller may pay {1}. If that player doesn't, creatures you control blocking that creature gain first strike until end of turn. |
Bone Sabres | 2G | Artifact — Equipment | Whenever equipped creature attacks, put four +1/+1 counters on it. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) |
Twisted Embrace | 2BB | Enchantment — Aura | Enchant artifact or creature you control When Twisted Embrace enters the battlefield, destroy target creature or planeswalker an opponent controls. As long as enchanted permanent is a creature, it gets +1/+1. |
Gor Muldrak, Amphinologist | 1GU | Legendary Creature — Human Scout | You and permanents you control have protection from Salamanders. At the beginning of your end step, each player who controls the fewest creatures creates a 4/3 blue Salamander Warrior creature token. 3/2 |
Heavy Infantry | 4W | Creature — Human Soldier | When Heavy Infantry enters the battlefield, tap target creature an opponent controls. 3/4 |
Kolaghan, the Storm's Fury | 3BR | Legendary Creature — Dragon | Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash {3}{B}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) 4/5 |
Pretender's Claim | 1B | Enchantment — Aura | Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls. |
Kithkin Zealot | 1W | Creature — Kithkin Cleric | When Kithkin Zealot enters the battlefield, you gain 1 life for each black and/or red permanent target opponent controls. 1/3 |
Azorius Justiciar | 2WW | Creature — Human Wizard | When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.) 2/2 |
Ancestral Katana | 1W | Artifact — Equipment | Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) |