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17 May 2024: Card library updated.

Barbarian Guides

2R · Creature — Human Barbarian

{2}{R}, {T}: Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step. (It can't be blocked as long as defending player controls a snow land of that type.) 1/2

Similar cards

Color identity:
NameManaTypeText
Abandon Reason 2RInstant Up to two target creatures each get +1/+0 and gain first strike until end of turn. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Domineering Will 3UInstant Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able.
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Invasion of Kaldheim 3RBattle — Siege (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Kaldheim enters the battlefield, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Trusty Packbeast 2WCreature — Beast When Trusty Packbeast enters the battlefield, return target artifact card from your graveyard to your hand. 2/3
Gideon, Martial Paragon 4WLegendary Planeswalker — Gideon [+2]: Untap all creatures you control. Those creatures get +1/+1 until end of turn. [0]: Until end of turn, Gideon, Martial Paragon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. [−10]: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control. Loyalty 5
Hamlet Captain 1GCreature — Human Warrior Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn. 2/2
Annex 2UUEnchantment — Aura Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.) You control enchanted land.
Conquer 3RREnchantment — Aura Enchant land You control enchanted land.
Charm School 2WEnchantment As Charm School enters the battlefield, choose a color and balance Charm School on your head. Prevent all damage that would be dealt to you by sources of the chosen color. When Charm School falls off your head, sacrifice Charm School.
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