Card Codex

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17 May 2024: Card library updated.

Defy Death

3WW · Sorcery

Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.

Similar cards

Color identity:
NameManaTypeText
Jinxed Ring 2Artifact Whenever a nontoken permanent is put into your graveyard from the battlefield, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect lasts indefinitely.)
Sudden Spinnerets GInstant Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
Spellweaver Duo 6UCreature — Human Wizard Assist (Another player can pay up to {6} of this spell's cost.) When Spellweaver Duo enters the battlefield, you may return target tapped creature to its owner's hand. 4/4
Wall of Resistance 1WCreature — Wall Defender (This creature can't attack.) Flying At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it. 0/3
Necropolis Regent 3BBBCreature — Vampire Flying Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it. 6/5
Pharika, God of Affliction 1BGLegendary Enchantment Creature — God Indestructible As long as your devotion to black and green is less than seven, Pharika isn't a creature. {B}{G}: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch. 5/5
Dino DNA 1Artifact Imprint — {1}, {T}: Exile target creature card from a graveyard. Activate only as a sorcery. {6}: Create a token that's a copy of target creature card exiled with Dino DNA, except it's a 6/6 green Dinosaur creature with trample. Activate only as a sorcery.
Revenant 4BCreature — Spirit Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. */*
Spoils of Evil 2BInstant For each artifact or creature card in target opponent's graveyard, add {C} and you gain 1 life.
Jumbo Imp 2BCreature — Imp Flying As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result. 0/0
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