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Cards similar to Armory Guard (400)

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Guild Summit

Guild Summit

Enchantment

When Guild Summit enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way.
Whenever a Gate you control enters, draw a card.

7.9 /10
$0.31
Kolvori God of Kinship  The Ringhart Crest

Kolvori, God of Kinship // The Ringhart Crest

Legendary Creature — God // Legendary Artifact (2/4)

As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance.
, : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

The Ringhart Crest

As The Ringhart Crest enters, choose a creature type.
: Add . Spend this mana only to cast a creature spell of the chosen type or a legendary creature spell.

8 /10
$0.31
Kondas Hatamoto

Konda's Hatamoto

Creature — Human Samurai (1/2)

Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)

4.7 /10
$0.46
Mazes End

Maze's End

Land

Maze's End enters tapped.
: Add .
, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.

9.1 /10
$4.42
NineFingers Keene

Nine-Fingers Keene

Legendary Creature — Human Rogue (4/4)

Menace
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.

8.1 /10
$0.08
Plaza of Harmony

Plaza of Harmony

Land

When Plaza of Harmony enters, if you control two or more Gates, you gain 3 life.
: Add .
: Add one mana of any type that a Gate you control could produce.

8 /10
$0.49
Reborn Hero

Reborn Hero

Creature — Human Soldier (2/2)

Vigilance
Threshold — As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero dies, you may pay . If you do, return Reborn Hero to the battlefield under your control."

0.4 /10
$0.29
Shinechaser

Shinechaser

Creature — Faerie (1/1)

Flying, vigilance
Shinechaser gets +1/+1 as long as you control an artifact.
Shinechaser gets +1/+1 as long as you control an enchantment.

4 /10
$0.10
Spectral Gateguards

Spectral Gateguards

Creature — Spirit Soldier (2/5)

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.

1.1 /10
$0.05
TrueFaith Censer

True-Faith Censer

Artifact — Equipment

Equipped creature gets +1/+1 and has vigilance.
As long as equipped creature is a Human, it gets an additional +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

3.4 /10
--
Warden of the Inner Sky

Warden of the Inner Sky

Creature — Human Soldier (1/2)

As long as Warden of the Inner Sky has three or more counters on it, it has flying and vigilance.
Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on Warden of the Inner Sky. Scry 1. Activate only as a sorcery.

5.1 /10
$0.62
Brims Barone Midway Mobster

"Brims" Barone, Midway Mobster

Legendary Creature — Human Rogue (5/4)

When "Brims" Barone, Midway Mobster enters, put a +1/+1 counter on each other creature you control that has a hat.
"Brims" Barone, Midway Mobster has menace as long as you're wearing a hat.

1 /10
$0.08
Aardwolfs Advantage

Aardwolf's Advantage

Sorcery

Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.)

0.1 /10
$0.02
Absolving Lammasu

Absolving Lammasu

Creature — Lammasu (4/3)

Flying
When Absolving Lammasu enters, all suspected creatures are no longer suspected.
When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)

0.5 /10
$0.08
Abzan KinGuard

Abzan Kin-Guard

Creature — Human Warrior (3/3)

Abzan Kin-Guard has lifelink as long as you control a white or black permanent.

1.3 /10
$0.03
Accorders Shield

Accorder's Shield

Artifact — Equipment

Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)

7.7 /10
$0.17
Adventurers Guildhouse

Adventurers' Guildhouse

Land

Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

3.1 /10
$8.80
Aerial Engineer

Aerial Engineer

Creature — Human Artificer (2/4)

As long as you control an artifact, Aerial Engineer gets +2/+0 and has flying.

1.3 /10
$0.07
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