M:tG card similarity search
2W · Creature — Spirit
Defender (This creature can't attack.) {T}: Prevent the next 1 damage that would be dealt to any target this turn. 0/4
| Name | Mana | Type | Text |
|---|---|---|---|
| Unimpeded Trespasser | Creature — Spirit | Unimpeded Trespasser can't be blocked. 3/3 | |
| Steel Hellkite | 6 | Artifact Creature — Dragon | Flying {2}: Steel Hellkite gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by Steel Hellkite this turn. Activate only once each turn. 5/5 |
| Injury | 2R | Sorcery | Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player or planeswalker. |
| Rift Bolt | 2R | Sorcery | Rift Bolt deals 3 damage to any target. Suspend 1—{R} (Rather than cast this card from your hand, you may pay {R} and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) |
| Thraben Exorcism | 1W | Instant | Exile target Spirit, creature with disturb, or enchantment. |
| Solar Blast | 3R | Instant | Solar Blast deals 3 damage to any target. Cycling {1}{R}{R} ({1}{R}{R}, Discard this card: Draw a card.) When you cycle Solar Blast, you may have it deal 1 damage to any target. |
| Impact Resonance | 1R | Instant | Impact Resonance deals X damage divided as you choose among any number of target creatures, where X is the greatest amount of damage dealt by a source to a permanent or player this turn. |
| Flockchaser Phantom | 4WU | Creature — Spirit | Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying, vigilance Whenever Flockchaser Phantom attacks, the next spell you cast this turn has convoke. 5/5 |
| Arcane Denial | 1U | Instant | Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. |
| Empty City Ruse | W | Sorcery | Target opponent skips all combat phases of their next turn. |