Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Cleaver Riot

4R · Sorcery

Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)

Similar cards

Color identity:
NameManaTypeText
Viashino Grappler 2RCreature — Viashino {G}: Viashino Grappler gains trample until end of turn. 3/1
Chittering Host Creature — Eldrazi Horror Haste Menace (This creature can't be blocked except by two or more creatures.) When Chittering Host enters the battlefield, other creatures you control get +1/+0 and gain menace until end of turn. 5/6
Scourge Wolf RRCreature — Wolf Horror First strike Delirium — Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard. 2/2
Zetalpa, Primal Dawn 6WWLegendary Creature — Elder Dinosaur Flying, double strike, vigilance, trample, indestructible 4/8
Pixie Dust 1UInstant — Adventure Up to three target creatures gain flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
Aethershield Artificer 3WCreature — Dwarf Artificer At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 3/3
Combat Professor 3WCreature — Bird Cleric Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn. 2/3
Revelation of Power 1WInstant Target creature gets +2/+2 until end of turn. If it has a counter on it, it also gains flying and lifelink until end of turn.
Mite Overseer 3WCreature — Phyrexian Soldier First strike As long as it's your turn, creature tokens you control get +1/+0 and have first strike. {3}{W/P}: Create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block." (Players dealt combat damage by it also get a poison counter. {W/P} can be paid with either {W} or 2 life.) 4/2
Case of the Shattered Pact 2Enchantment — Case When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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