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Cards similar to Stern Mentor (400)

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Mistbind Clique

Mistbind Clique

Creature — Faerie Wizard (4/4)

Flash
Flying
Champion a Faerie (When this enters the battlefield, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with Mistbind Clique, tap all lands target player controls.

6.8 /10
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Neurok Spy

Neurok Spy

Creature — Human Rogue (2/2)

Neurok Spy can't be blocked as long as defending player controls an artifact.

1.5 /10
$0.17
Nightkin Ambusher

Nightkin Ambusher

Creature — Mutant Warrior (4/4)

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When Nightkin Ambusher enters the battlefield, target player gets four rad counters.
Nightkin Ambusher can't be blocked as long as defending player has a rad counter.

6.3 /10
$0.11
Nihiloor

Nihiloor

Legendary Creature — Horror (3/5)

When Nihiloor enters the battlefield, for each opponent, tap up to one untapped creature you control. When you do, gain control of target creature that player controls with power less than or equal to the tapped creature's power for as long as you control Nihiloor.
Whenever you attack with a creature an opponent owns, you gain 2 life and that player loses 2 life.

5.7 /10
$0.71
Paragon of Gathering Mists

Paragon of Gathering Mists

Creature — Human Wizard (2/2)

Other blue creatures you control get +1/+1.
, : Another target blue creature you control gains flying until end of turn.

4 /10
$0.13
Protocol Knight

Protocol Knight

Creature — Human Knight (3/4)

When Protocol Knight enters the battlefield, tap target creature an opponent controls. Put a stun counter on that creature if you control another Knight. (If a permanent with a stun counter would become untapped, remove one from it instead.)

2.6 /10
$0.02
Renegade Silent

Renegade Silent

Creature — Alien Horror (3/3)

At the beginning of your end step, goad up to one target creature you don't control and put a +1/+1 counter on Renegade Silent. Renegade Silent phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)

5.6 /10
$0.11
Riftwing Cloudskate

Riftwing Cloudskate

Creature — Illusion (2/2)

Flying
When Riftwing Cloudskate enters the battlefield, return target permanent to its owner's hand.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)

5.4 /10
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Rotcrown Ghoul

Rotcrown Ghoul

Creature — Zombie (3/3)

When Rotcrown Ghoul dies, target player mills five cards.

1.4 /10
$0.04
Sage Aven

Sage Aven

Creature — Bird Wizard (1/3)

Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Aven enters the battlefield, look at the top four cards of your library, then put them back in any order.

1.3 /10
$0.06
Sage of Mysteries

Sage of Mysteries

Creature — Human Wizard (0/2)

Constellation — Whenever an enchantment enters the battlefield under your control, target player mills two cards.

4.7 /10
$0.03
Sakashima of a Thousand Faces

Sakashima of a Thousand Faces

Legendary Creature — Human Rogue (3/1)

You may have Sakashima of a Thousand Faces enter the battlefield as a copy of another creature you control, except it has Sakashima of a Thousand Faces's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)

9.7 /10
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Seer of the Last Tomorrow

Seer of the Last Tomorrow

Creature — Naga Cleric (1/4)

, , Discard a card: Target player mills three cards.

1.3 /10
$0.02
Serendib Sorcerer

Serendib Sorcerer

Creature — Human Wizard (1/1)

: Target creature other than Serendib Sorcerer has base power and toughness 0/2 until end of turn.

4 /10
$0.15
Shackle Slinger

Shackle Slinger

Creature — Human Soldier (3/2)

Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

1.2 /10
$0.04
Simic Fluxmage

Simic Fluxmage

Creature — Merfolk Wizard (1/2)

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
, : Move a +1/+1 counter from Simic Fluxmage onto target creature.

3.4 /10
$0.10
Sludge Monster

Sludge Monster

Creature — Horror (5/5)

Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature.
Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.

9.1 /10
$1.14
Sly Instigator

Sly Instigator

Creature — Human Wizard (2/4)

, : Until your next turn, target creature an opponent controls can't be blocked. Goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)

7.3 /10
$0.12
Smart Ass

Smart Ass

Creature — Donkey Wizard (3/1)

Whenever Smart Ass attacks, choose a card name. If defending player has no cards with the chosen name in their hand, they may reveal their hand. If they don't reveal their hand, Smart Ass can't be blocked this turn.

10 /10
$0.19
Sun Ce Young Conquerer

Sun Ce, Young Conquerer

Legendary Creature — Human Soldier (3/3)

Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner's hand.

1.9 /10
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