M:tG card similarity search
1W · Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Name | Mana | Type | Text |
---|---|---|---|
Ghitu Fire-Eater | 2R | Creature — Human Nomad | {T}, Sacrifice Ghitu Fire-Eater: It deals damage equal to its power to any target. 2/2 |
Divine Light | W | Sorcery | Prevent all damage that would be dealt this turn to creatures you control. |
Warrior Angel | 4WW | Creature — Angel Warrior | Flying Whenever Warrior Angel deals damage, you gain that much life. 3/4 |
Samite Censer-Bearer | W | Creature — Human Rebel Cleric | {W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn. 1/1 |
Deathforge Shaman | 4R | Creature — Ogre Shaman | Multikicker {R} (You may pay an additional {R} any number of times as you cast this spell.) When Deathforge Shaman enters the battlefield, it deals damage to target player or planeswalker equal to twice the number of times it was kicked. 4/3 |
Traitor's Roar | 4B/R | Sorcery | Tap target untapped creature. It deals damage equal to its power to its controller. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) |
Eiganjo Castle | Legendary Land | {T}: Add {W}. {W}, {T}: Prevent the next 2 damage that would be dealt to target legendary creature this turn. | |
Endure | 3WW | Instant | Prevent all damage that would be dealt to you and permanents you control this turn. |
Sword of Kaldra | 4 | Legendary Artifact — Equipment | Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.) |
Troubled Healer | 2W | Creature — Human Cleric | Sacrifice a land: Prevent the next 2 damage that would be dealt to any target this turn. 1/2 |