Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Dream Coat

U · Enchantment — Aura

Enchant creature {0}: Enchanted creature becomes the color or colors of your choice. Activate only once each turn.

Similar cards

Color identity:
NameManaTypeText
Ordeal of Thassa 1UEnchantment — Aura Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Thassa. When you sacrifice Ordeal of Thassa, draw two cards.
Minsc, Beloved Ranger RGWLegendary Creature — Human Ranger When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste. {X}: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery. 3/3
Disenchant 1WInstant Destroy target artifact or enchantment.
Naturalize 1GInstant Destroy target artifact or enchantment.
Nature's Chant 1G/WInstant Destroy target artifact or enchantment.
Bear Down 1GSorcery — Adventure Destroy target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
Treacherous Link 1BEnchantment — Aura Enchant creature All damage that would be dealt to enchanted creature is dealt to its controller instead.
Pygmy Hippo GUCreature — Hippo Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player activate a mana ability of each land they control and lose all unspent mana. If you do, Pygmy Hippo assigns no combat damage this turn and at the beginning of your next main phase this turn, you add an amount of {C} equal to the amount of mana that player lost this way. 2/2
Breath of Fury 2RREnchantment — Aura Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Case of the Shattered Pact 2Enchantment — Case When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
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