Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Crevasse

2R · Enchantment

Creatures with mountainwalk can be blocked as though they didn't have mountainwalk.

Similar cards

Color identity:
NameManaTypeText
Moaning Wall 2BCreature — Zombie Wall Defender Cycling {2} ({2}, Discard this card: Draw a card.) 0/5
Bog Serpent 5BCreature — Serpent Bog Serpent can't attack unless defending player controls a Swamp. When you control no Swamps, sacrifice Bog Serpent. 5/5
Marsh Threader 1WCreature — Kor Scout Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) 2/1
Chandra, Flame's Catalyst 4RRLegendary Planeswalker — Chandra [+1]: Chandra, Flame's Catalyst deals 3 damage to each opponent. [−2]: You may cast target red instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. [−8]: Discard your hand, then draw seven cards. Until end of turn, you may cast spells from your hand without paying their mana costs. Loyalty 5
Velican Dragon 5RRCreature — Dragon Flying Whenever Velican Dragon attacks or blocks, it gets +X/+0 until end of turn, where X is a number from 0 to 5 chosen at random. 5/5
Desperate Castaways 1BCreature — Human Pirate Desperate Castaways can't attack unless you control an artifact. 2/3
Sex Appeal WInstant Prevent the next 3 damage that would be dealt this turn to any number of targets, divided as you choose. If there are more people in the room of a different gender than you are as you cast this spell, prevent the next 6 damage this way instead.
Sacred Boon 1WInstant Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way.
Cold-Water Snapper 5UCreature — Turtle Hexproof (This creature can't be the target of spells or abilities your opponents control.) 4/5
Drogskol Reinforcements 3WCreature — Spirit Soldier Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other Spirits you control have melee. Prevent all noncombat damage that would be dealt to Spirits you control. 2/2
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