M:tG card similarity search
1G · Instant
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
Name | Mana | Type | Text |
---|---|---|---|
Joraga Invocation | 4GG | Sorcery | Each creature you control gets +3/+3 until end of turn and must be blocked this turn if able. |
Mana Web | 3 | Artifact | Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce. |
Haunted Plate Mail | 4 | Artifact — Equipment | Equipped creature gets +4/+4. {0}: Until end of turn, Haunted Plate Mail becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) |
Impulsive Charge | Sorcery | At the beginning of combat this turn, all Revelers gain haste until end of turn and attack this combat if able. | |
Eldrazi Obligator | 2R | Creature — Eldrazi | Devoid (This card has no color.) When you cast this spell, you may pay {1}{C}. If you do, gain control of target creature until end of turn, untap that creature, and it gains haste until end of turn. ({C} represents colorless mana.) Haste 3/1 |
Fire of Orthanc | 3R | Sorcery | Destroy target artifact or land. Creatures without flying can't block this turn. |
Phylath, World Sculptor | 4RG | Legendary Creature — Elemental | When Phylath, World Sculptor enters the battlefield, create a 0/1 green Plant creature token for each basic land you control. Landfall — Whenever a land enters the battlefield under your control, put four +1/+1 counters on target Plant you control. 5/5 |
Catch | 1UR | Sorcery | Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.) |
Goatnapper | 2R | Creature — Goblin Rogue | When Goatnapper enters the battlefield, untap target Goat and gain control of it until end of turn. It gains haste until end of turn. 2/2 |
Genju of the Fields | W | Enchantment — Aura | Enchant Plains {2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand. |