Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Caller of Gales

U · Creature — Merfolk Wizard

{1}{U}, {T}: Target creature gains flying until end of turn. 1/1

Similar cards

Color identity:
NameManaTypeText
Lost in a Labyrinth UInstant Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Desert's Due 1BInstant Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.
Inspiring Overseer 2WCreature — Angel Cleric Flying When Inspiring Overseer enters the battlefield, you gain 1 life and draw a card. 2/1
Storm Elemental 5UCreature — Elemental Flying {U}, Exile the top card of your library: Tap target creature with flying. {U}, Exile the top card of your library: If the exiled card is a snow land, Storm Elemental gets +1/+1 until end of turn. 3/4
Spawnbroker 2UCreature — Human Wizard When Spawnbroker enters the battlefield, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls. 1/1
Goldnight Redeemer 4WWCreature — Angel Flying When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control. 4/4
Curator of Mysteries 2UUCreature — Sphinx Flying Whenever you cycle or discard another card, scry 1. Cycling {U} ({U}, Discard this card: Draw a card.) 4/4
Sage-Eye Harrier 4WCreature — Bird Warrior Flying Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 1/5
Aven Warcraft 2WInstant Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
Avalanche Caller 1USnow Creature — Human Wizard {2}: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.) 1/3
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