← Edit search Random card

Cards similar to Melesse Spirit (400)

Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Majestic Heliopterus

Majestic Heliopterus

Creature — Dinosaur (2/2)

Flying
Whenever Majestic Heliopterus attacks, another target Dinosaur you control gains flying until end of turn.

7.5 /10
$0.10
Makindi Griffin

Makindi Griffin

Creature — Griffin (2/4)

Flying

2.2 /10
$0.04
Malach of the Dawn

Malach of the Dawn

Creature — Angel (2/4)

Flying
: Regenerate Malach of the Dawn.

0.9 /10
$0.27
Master Skald

Master Skald

Creature — Dwarf Warrior (4/4)

When Master Skald enters the battlefield, you may exile a creature card from your graveyard. If you do, return target artifact or enchantment card from your graveyard to your hand.

2.9 /10
$0.04
Mausoleum Guard

Mausoleum Guard

Creature — Human Scout (2/2)

When Mausoleum Guard dies, create two 1/1 white Spirit creature tokens with flying.

3.5 /10
$0.15
Merchant of Truth

Merchant of Truth

Creature — Angel Detective (2/5)

Flying
Whenever a nontoken creature you control dies, investigate.
Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)

7.1 /10
$0.23
Militant Angel

Militant Angel

Creature — Angel (3/4)

Flying, lifelink
When Militant Angel enters the battlefield, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you attacked this turn.

2.7 /10
$2.57
Miss Demeanor

Miss Demeanor

Creature — Lady of Proper Etiquette (3/1)

Flying, first strike
At the beginning of each other player's upkeep, you may compliment that player on their game play. If you don't, sacrifice Miss Demeanor.

10 /10
$0.64
Mistmoon Griffin

Mistmoon Griffin

Creature — Griffin (2/2)

Flying
When Mistmoon Griffin dies, exile Mistmoon Griffin, then return the top creature card of your graveyard to the battlefield.

4.6 /10
$0.33
Moorland Rescuer

Moorland Rescuer

Creature — Human Knight (4/4)

When Moorland Rescuer dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is Moorland Rescuer's power. Exile Moorland Rescuer.

7 /10
$0.16
Mothrider Cavalry

Mothrider Cavalry

Creature — Human Samurai (2/2)

This spell costs less to cast if you have no creature cards in hand not named Mothrider Cavalry.
Flying
Other creatures you control get +1/+1.

10 /10
--
Mothrider Samurai

Mothrider Samurai

Creature — Human Samurai (2/2)

Flying
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

3.8 /10
$0.11
Mounted Archers

Mounted Archers

Creature — Human Soldier Archer (2/3)

Reach (This creature can block creatures with flying.)
: Mounted Archers can block an additional creature this turn.

0.9 /10
--
Mystic Zealot

Mystic Zealot

Creature — Human Nomad Mystic (2/4)

Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.

0.5 /10
$0.01
Nesting Dovehawk

Nesting Dovehawk

Creature — Bird (2/2)

Flying
At the beginning of combat on your turn, populate. (Create a token that's a copy of a creature token you control.)
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on Nesting Dovehawk.

8.5 /10
$6.43
Norns Choirmaster

Norn's Choirmaster

Creature — Phyrexian Angel (5/4)

Flying, first strike
Whenever a commander you control enters the battlefield or attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

9.2 /10
$2.80
Northern Paladin

Northern Paladin

Creature — Human Knight (3/3)

, : Destroy target black permanent.

3.1 /10
$0.56
Odric Lunarch Marshal

Odric, Lunarch Marshal

Legendary Creature — Human Soldier (3/3)

At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.

9.6 /10
$0.29
Ojer Taq Deepest Foundation  Temple of Civilization

Ojer Taq, Deepest Foundation // Temple of Civilization

Legendary Creature — God // Land (6/6)

Vigilance
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.

Temple of Civilization

(Transforms from Ojer Taq, Deepest Foundation.)
: Add .
, : Transform Temple of Civilization. Activate only if you attacked with three or more creatures this turn and only as a sorcery.

9.4 /10
~$24
Oltec Archaeologists

Oltec Archaeologists

Creature — Human Artificer Scout (4/4)

When Oltec Archaeologists enters the battlefield, choose one —
• Return target artifact card from your graveyard to your hand.
• Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)

2.6 /10
$0.01
Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

© 2024 MTG Assist • DiabolicTutor.comLorcanaBorn.comTerms of Use / Privacy PolicyContact MTG Assist

Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.