Card Codex

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17 May 2024: Card library updated.

Armored Ascension

3W · Enchantment — Aura

Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.

Similar cards

Color identity:
NameManaTypeText
Unlikely Aid 1BInstant Target creature gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Skymarcher Aspirant WCreature — Vampire Soldier Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing. 2/1
Ace's Baseball Bat 2Legendary Artifact — Equipment Equipped creature gets +3/+0. As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able. Equip legendary creature {1} Equip {3}
Stasis Field 1UEnchantment — Aura Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
Student of Elements 1UCreature — Human Wizard When Student of Elements has flying, flip it. 1/1
Bloodthorn Flail BArtifact — Equipment Equipped creature gets +2/+1. Equip—Pay {3} or discard a card.
Torture BEnchantment — Aura Enchant creature {1}{B}: Put a -1/-1 counter on enchanted creature.
Frozen Solid 1UUEnchantment — Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature is dealt damage, destroy it.
Serra Advocate 3WCreature — Angel Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn. 2/2
Pendelhaven Legendary Land {T}: Add {G}. {T}: Target 1/1 creature gets +1/+2 until end of turn.
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