Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Dominus of Fealty

U/RU/RU/RU/RU/R · Creature — Spirit Avatar

Flying At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn. 4/4

Similar cards

Color identity:
NameManaTypeText
Patagia Golem 4Artifact Creature — Golem {3}: Patagia Golem gains flying until end of turn. 2/3
Fetid Imp 1BCreature — Imp Flying {B}: Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) 1/2
Steeple Creeper 2GCreature — Frog Snake {3}{U}: Steeple Creeper gains flying until end of turn. 4/2
Strangleroot Geist GGCreature — Spirit Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) 2/1
First Day of Class 1RInstant Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Zombie Trailblazer BBBCreature — Zombie Scout Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn. Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) 2/2
Ready 1GWInstant Creatures you control gain indestructible until end of turn. Untap each creature you control. Fuse (You may cast one or both halves of this card from your hand.)
Manta Riders UCreature — Merfolk {U}: Manta Riders gains flying until end of turn. 1/1
Wily Bandar GCreature — Cat Monkey {2}{G}: Wily Bandar gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 1/1
Storm-Charged Slasher Creature — Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4
Page 29