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
Dense Canopy 1GEnchantment Creatures with flying can block only creatures with flying.
Plated Crusher 4GGGCreature — Beast Trample Hexproof (This creature can't be the target of spells or abilities your opponents control.) 7/6
Angelfire Ignition 1RWSorcery Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Ravenous Vampire 3BBCreature — Vampire Flying At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire. 3/3
Koskun Falls 2BBWorld Enchantment At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control. Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Huatli's Snubhorn 1WCreature — Dinosaur Vigilance (Attacking doesn't cause this creature to tap.) 2/2
Rotting Regisaur 2BCreature — Zombie Dinosaur At the beginning of your upkeep, discard a card. 7/6
Werewolf of Ancient Hunger Creature — Werewolf Vigilance, trample Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger. */*
Emberwilde Djinn 2RRCreature — Djinn Flying At the beginning of each player's upkeep, that player may pay {R}{R} or 2 life. If the player does, they gain control of Emberwilde Djinn. 5/4
Serpent's Gift 2GInstant Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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