Card Codex

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17 May 2024: Card library updated.

Chance for Glory

1RW · Instant

Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Similar cards

Color identity:
NameManaTypeText
Silversmote Ghoul 2BCreature — Zombie Vampire At the beginning of your end step, if you gained 3 or more life this turn, return Silversmote Ghoul from your graveyard to the battlefield tapped. {1}{B}, Sacrifice Silversmote Ghoul: Draw a card. 3/1
Mistmeadow Vanisher 2W/UCreature — Kithkin Wizard Whenever Mistmeadow Vanisher becomes tapped, exile up to one target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. 3/2
Selfless Samurai 1WCreature — Fox Samurai Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn. Sacrifice Selfless Samurai: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 2/2
Battle-Rage Blessing 1BInstant Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Formation 1WInstant Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Draw a card at the beginning of the next turn's upkeep.
Alora, Rogue Companion 3ULegendary Creature — Halfling Rogue Specialize {2} Whenever you attack, up to one target attacking creature can't be blocked this turn. At the beginning of the next end step, return that creature to its owner's hand. 3/3
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Storm-Charged Slasher Creature — Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4
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