Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Empty City Ruse

W · Sorcery

Target opponent skips all combat phases of their next turn.

Similar cards

Color identity:
NameManaTypeText
Anzrag, the Quake-Mole 2RGLegendary Creature — Mole God Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able. 8/4
Prophecy WSorcery Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles. Draw a card at the beginning of the next turn's upkeep.
Fight or Flight 3WEnchantment At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
Hydra's Impenetrable Hide Sorcery Each Head gains indestructible until the end of the Hydra's next turn.
Impulsive Charge Sorcery At the beginning of combat this turn, all Revelers gain haste until end of turn and attack this combat if able.
Fixed Point in Time Phenomenon When you encounter Fixed Point in Time, until your next turn, if a player would planeswalk as a result of rolling the planar die, chaos ensues instead. (Then planeswalk away from this phenomenon.)
Nettling Imp 2BCreature — Imp {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared. 1/1
Johan 3RGWLegendary Creature — Human Wizard At the beginning of combat on your turn, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped. 5/4
Impulsive Maneuvers 2RREnchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
A-Sizzling Soloist 3RCreature — Human Citizen Alliance — Whenever another creature enters the battlefield under your control, target creature an opponent controls can't block this turn. If this is the second time this ability has resolved this turn, that creature attacks during its controller's next combat phase if able. 4/2
Page 8