Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Center Soul

1W · Instant

Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Similar cards

Color identity:
NameManaTypeText
Angelic Exaltation 3WEnchantment Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Shelkin Brownie 1GCreature — Ouphe {T}: Target creature loses all "bands with other" abilities until end of turn. 1/1
Roar of Challenge 2GSorcery All creatures able to block target creature this turn do so. Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Oko, the Trickster 4GULegendary Planeswalker — Oko [+1]: Put two +1/+1 counters on up to one target creature you control. [0]: Until end of turn, Oko, the Trickster becomes a copy of target creature you control. Prevent all damage that would be dealt to him this turn. [−7]: Until end of turn, each creature you control has base power and toughness 10/10 and gains trample. Loyalty 4
Scarecrow Guide 2Artifact Creature — Scarecrow Reach {1}: Add one mana of any color. Activate only once each turn. 2/1
Akki Drillmaster 2RCreature — Goblin Shaman {T}: Target creature gains haste until end of turn. 2/2
Betroth the Beast WSorcery — Adventure Create a Royal Role token attached to target creature you control. (Enchanted creature gets +1/+1 and has ward {1}.)
Claim the Firstborn RSorcery Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
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.
Throw from the Saddle 1GSorcery Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control.
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