Card Codex

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17 May 2024: Card library updated.

Concerted Effort

2WW · Enchantment

At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

Similar cards

Color identity:
NameManaTypeText
Belligerent of the Ball 2RCreature — Ogre Warrior Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, target creature you control gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.) 3/3
Bronze Guardian 4WArtifact Creature — Golem Double strike Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Other artifacts you control have ward {2}. Bronze Guardian's power is equal to the number of artifacts you control. */5
Joraga Bard 3GCreature — Elf Rogue Bard Ally Whenever Joraga Bard or another Ally enters the battlefield under your control, you may have Ally creatures you control gain vigilance until end of turn. 1/4
Takeno, Samurai General 5WLegendary Creature — Human Samurai Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) Each other Samurai creature you control gets +1/+1 for each point of bushido it has. 3/3
Zephyrim 3WCreature — Human Warrior Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Flying, vigilance Miracle {1}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) 3/3
Kavu Glider 2RCreature — Kavu {W}: Kavu Glider gets +0/+1 until end of turn. {U}: Kavu Glider gains flying until end of turn. 2/1
Cloudsteel Kirin 2WArtifact Creature — Equipment Kirin Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 3/2
Test of Endurance 2WWEnchantment At the beginning of your upkeep, if you have 50 or more life, you win the game.
Serra's Embrace 2WWEnchantment — Aura Enchant creature Enchanted creature gets +2/+2 and has flying and vigilance.
Scavenged Brawler 6Artifact Creature — Construct Flying, vigilance, trample, lifelink {5}, Exile Scavenged Brawler from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery. 4/4
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