Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Anoint

W · Instant

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.

Similar cards

Color identity:
NameManaTypeText
Fight with Fire 2RSorcery Kicker {5}{R} (You may pay an additional {5}{R} as you cast this spell.) Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)
Whipflare 1RSorcery Whipflare deals 2 damage to each nonartifact creature.
Balduvian Rage XRInstant Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
Kess, Dissident Mage 1UBRLegendary Creature — Human Wizard Flying Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead. 3/4
Starfall 4RInstant Starfall deals 3 damage to target creature. If that creature is an enchantment, Starfall deals 3 damage to that creature's controller.
Maestros Ascendancy UBREnchantment Once during each of your turns, you may cast an instant or sorcery spell from your graveyard by sacrificing a creature in addition to paying its other costs. If a spell cast this way would be put into your graveyard, exile it instead.
Volcanic Fallout 1RRInstant This spell can't be countered. Volcanic Fallout deals 2 damage to each creature and each player.
Compelled Duel 1GSorcery Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Emergent Growth 3GSorcery Target creature gets +5/+5 until end of turn and must be blocked this turn if able.
Harmonious Emergence 3GEnchantment — Aura Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Page 109