Card Codex

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17 May 2024: Card library updated.

Crimson Mage

1R · Creature — Human Shaman

{R}: Target creature you control gains haste until end of turn. (It can attack and {T} this turn.) 2/1

Similar cards

Color identity:
NameManaTypeText
Merrow Levitator 3UCreature — Merfolk Wizard {T}: Target creature gains flying until end of turn. Whenever you cast a blue spell, you may untap Merrow Levitator. 2/3
Boromir, Warden of the Tower 2WLegendary Creature — Human Soldier Vigilance Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell. Sacrifice Boromir, Warden of the Tower: Creatures you control gain indestructible until end of turn. The Ring tempts you. 3/3
Vulshok Heartstoker 2RCreature — Human Shaman When Vulshok Heartstoker enters the battlefield, target creature gets +2/+0 until end of turn. 2/2
Silverflame Ritual 3WSorcery Put a +1/+1 counter on each creature you control. Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
Thalakos Drifters 2UUCreature — Thalakos Discard a card: Thalakos Drifters gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) 3/3
Risky Move 3RRREnchantment At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
Apostle's Blessing 1W/PInstant ({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Eye to Eye 2BInstant You and target creature's controller have a staring contest. If you win, destroy that creature.
Drover Grizzly 2GCreature — Bear Mount Whenever Drover Grizzly attacks while saddled, creatures you control gain trample until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.) 4/2
Homeward Path Land {T}: Add {C}. {T}: Each player gains control of all creatures they own.
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