Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Combo Attack

2G · Sorcery

Two target creatures your team controls each deal damage equal to their power to target creature.

Similar cards

Color identity:
NameManaTypeText
Slip Out the Back UInstant Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Foam Weapons Kiosk Artifact — Attraction Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
Stone Giant 2RRCreature — Giant {T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step. 3/4
Nishoba Brawler 1GCreature — Cat Warrior Trample Domain — Nishoba Brawler's power is equal to the number of basic land types among lands you control. */3
Daru Mender WCreature — Human Cleric Morph {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.) When Daru Mender is turned face up, regenerate target creature. 1/1
Famished Ghoul 3BCreature — Zombie {1}{B}, Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard. 3/2
Not of This World 7Tribal Instant — Eldrazi Counter target spell or ability that targets a permanent you control. This spell costs {7} less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Myr Quadropod 4Artifact Creature — Myr {3}: Switch Myr Quadropod's power and toughness until end of turn. 1/4
Mantle of Tides UArtifact — Equipment Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Righteous Valkyrie 2WCreature — Angel Cleric Flying Whenever another Angel or Cleric enters the battlefield under your control, you gain life equal to that creature's toughness. As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2. 2/4
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