Card Codex

M:tG card similarity search

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
Garza Zol, Plague Queen 4UBRLegendary Creature — Vampire Noble Flying, haste Whenever a creature dealt damage by Garza Zol, Plague Queen this turn dies, put a +1/+1 counter on Garza Zol. Whenever Garza Zol deals combat damage to a player, you may draw a card. 5/5
Urza's Rage 2RInstant Kicker {8}{R} (You may pay an additional {8}{R} as you cast this spell.) This spell can't be countered. Urza's Rage deals 3 damage to any target. If this spell was kicked, instead it deals 10 damage to that permanent or player and the damage can't be prevented.
Malcolm, Keen-Eyed Navigator 2ULegendary Creature — Siren Pirate Flying Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Partner (You can have two commanders if both have partner.) 2/2
Desperate Gambit RInstant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.
Crackling Emergence 1REnchantment — Aura Enchant land you control Enchanted land is a 3/3 red Spirit creature with haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.
Zurgo Helmsmasher 2RWBLegendary Creature — Orc Warrior Haste Zurgo Helmsmasher attacks each combat if able. Zurgo Helmsmasher has indestructible as long as it's your turn. Whenever a creature dealt damage by Zurgo Helmsmasher this turn dies, put a +1/+1 counter on Zurgo Helmsmasher. 7/2
Seraph 6WCreature — Angel Flying Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph. 4/4
Furious Spinesplitter 2R/GR/GCreature — Ogre Warrior Trample At the beginning of your end step, put a +1/+1 counter on Furious Spinesplitter for each opponent that was dealt damage this turn. 3/3
Harmonious Emergence 3GEnchantment — Aura Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Phyrexian Unlife 2WEnchantment You don't lose the game for having 0 or less life. As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
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