Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Dawnglare Invoker

2W · Creature — Kor Wizard

Flying {8}: Tap all creatures target player controls. 2/1

Similar cards

Color identity:
NameManaTypeText
Mist Dancer 4UCreature — Merfolk Wizard Flying Other Merfolk you control get +1/+0 and have flying. Encore {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.) 3/3
Heavy Infantry 4WCreature — Human Soldier When Heavy Infantry enters the battlefield, tap target creature an opponent controls. 3/4
Dread Cacodemon 7BBBCreature — Demon When Dread Cacodemon enters the battlefield, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control. 8/8
All Will Be One 3RREnchantment Whenever you put one or more counters on a permanent or player, All Will Be One deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
Rimefur Reindeer 3WCreature — Elk Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls. 3/4
Territorial Hammerskull 2WCreature — Dinosaur Whenever Territorial Hammerskull attacks, tap target creature an opponent controls. 2/3
Mana Geyser 3RRSorcery Add {R} for each tapped land your opponents control.
Sterling Keykeeper 1WCreature — Human Mercenary {2}, {T}: Tap target non-Mount creature. 2/2
Authority 1WSorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
Icewrought Sentry 2UCreature — Elemental Soldier Vigilance Whenever Icewrought Sentry attacks, you may pay {1}{U}. When you do, tap target creature an opponent controls. Whenever you tap an untapped creature an opponent controls, Icewrought Sentry gets +2/+1 until end of turn. 2/3
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