Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Arming Gala

3GW · Enchantment

At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.

Similar cards

Color identity:
NameManaTypeText
Grismold, the Dreadsower 1BGLegendary Creature — Troll Shaman Trample At the beginning of your end step, each player creates a 1/1 green Plant creature token. Whenever a creature token dies, put a +1/+1 counter on Grismold, the Dreadsower. 3/3
Valor in Akros 3WEnchantment Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
Long Road Home 1WInstant Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Otherworldly Journey 1WInstant — Arcane Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Full Moon's Rise 1GEnchantment Werewolf creatures you control get +1/+0 and have trample. Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
Damia, Sage of Stone 4BGULegendary Creature — Gorgon Wizard Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference. 4/4
Galadhrim Brigade 2GCreature — Elf Soldier Squad {1}{G} (As an additional cost to cast this spell, you may pay {1}{G} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Other Elves you control get +1/+1. 2/2
Heat Shimmer 2RSorcery Create a token that's a copy of target creature, except it has haste and "At the beginning of the end step, exile this permanent."
Unlucky Witness RCreature — Human Citizen When Unlucky Witness dies, exile the top two cards of your library. Until your next end step, you may play one of those cards. 1/1
Goblin Kites 1REnchantment {R}: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature.
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