Card Codex

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17 May 2024: Card library updated.

Divine Light

W · Sorcery

Prevent all damage that would be dealt this turn to creatures you control.

Similar cards

Color identity:
NameManaTypeText
Eye to Eye 2BInstant You and target creature's controller have a staring contest. If you win, destroy that creature.
Horn of Valhalla 1WArtifact — Equipment Equipped creature gets +1/+1 for each creature you control. Equip {3}
Pennon Blade 3Artifact — Equipment Equipped creature gets +1/+1 for each creature you control. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Jetmir, Nexus of Revels 1RGWLegendary Creature — Cat Demon Creatures you control get +1/+0 and have vigilance as long as you control three or more creatures. Creatures you control also get +1/+0 and have trample as long as you control six or more creatures. Creatures you control also get +1/+0 and have double strike as long as you control nine or more creatures. 5/4
Aardwolf's Advantage 2RSorcery Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.)
The Grand Evolution Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter.) I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield. II — Distribute seven +1/+1 counters among any number of target creatures you control. III — Until end of turn, creatures you control gain "{1}: This creature fights target creature you don't control." Exile The Grand Evolution, then return it to the battlefield (front face up).
Tin Street Dodger RCreature — Goblin Rogue Haste {R}: Tin Street Dodger can't be blocked this turn except by creatures with defender. 1/1
Plated Onslaught 3WWInstant Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Creatures you control get +2/+1 until end of turn.
Take to the Streets 4GSorcery Creatures you control get +2/+2 until end of turn. Citizens you control get an additional +1/+1 and gain vigilance until end of turn.
Aquatic Ingress 2UInstant — Adventure Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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