M:tG card similarity search
3RR · Instant
Until end of turn, all creatures gain "{T}: This creature deals damage equal to its power to target creature."
Name | Mana | Type | Text |
---|---|---|---|
Ghostly Touch | 1U | Enchantment — Aura | Enchant creature Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent." |
Treefolk Umbra | 2G | Enchantment — Aura | Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
Warrior Angel | 4WW | Creature — Angel Warrior | Flying Whenever Warrior Angel deals damage, you gain that much life. 3/4 |
Nerd Rage | 2U | Enchantment — Aura | Enchant creature When Nerd Rage enters the battlefield, draw two cards. Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn." |
Wrangle | 1R | Sorcery | Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn. |
Spearbreaker Behemoth | 5GG | Creature — Beast | Indestructible {1}: Target creature with power 5 or greater gains indestructible until end of turn. 5/5 |
Greatbow Doyen | 4G | Creature — Elf Archer | Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller. 2/4 |
Floodgate | 3U | Creature — Wall | Defender (This creature can't attack.) When Floodgate has flying, sacrifice it. When Floodgate leaves the battlefield, it deals damage equal to half the number of Islands you control, rounded down, to each nonblue creature without flying. 0/5 |
Instill Furor | 1R | Enchantment — Aura | Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn." |
Glorious Sunrise | 3GG | Enchantment | At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life. |