Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Bewilder

2U · Instant

Target creature gets -3/-0 until end of turn. Draw a card.

Similar cards

Color identity:
NameManaTypeText
Niambi, Esteemed Speaker WULegendary Creature — Human Cleric Flash When Niambi, Esteemed Speaker enters the battlefield, you may return another target creature you control to its owner's hand. If you do, you gain life equal to that creature's mana value. {1}{W}{U}, {T}, Discard a legendary card: Draw two cards. 2/1
Sethron, Hurloon General 3RRLegendary Creature — Minotaur Warrior Whenever Sethron, Hurloon General or another nontoken Minotaur enters the battlefield under your control, create a 2/3 red Minotaur creature token. {2}{B/R}: Minotaurs you control get +1/+0 and gain menace and haste until end of turn. ({B/R} can be paid with either {B} or {R}.) 4/4
Snare Tactician 2WCreature — Human Soldier Whenever you cycle a card, tap target creature an opponent controls. 2/3
Unyielding Krumar 3BCreature — Orc Warrior {1}{W}: Unyielding Krumar gains first strike until end of turn. 3/3
Slave of Bolas 3U/RBSorcery Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Armed and Armored 1WInstant Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
Craterhoof Behemoth 5GGGCreature — Beast Haste When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control. 5/5
Umara Entangler 1UCreature — Merfolk Rogue Ally Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2/1
Elusive Spellfist 1UCreature — Human Monk Whenever you cast a noncreature spell, Elusive Spellfist gets +1/+0 until end of turn and can't be blocked this turn. 1/3
Arms Scavenger 1RCreature — Human Warrior At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card. Equip abilities you activate cost {1} less to activate. 2/2
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