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17 May 2024: Card library updated.

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3GG · Sorcery

Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)

Similar cards

Color identity:
NameManaTypeText
Ascendant Evincar 4BBLegendary Creature — Phyrexian Vampire Noble Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. 3/3
Maw of Kozilek 3RCreature — Eldrazi Drone Devoid (This card has no color.) {C}: Maw of Kozilek gets +2/-2 until end of turn. ({C} represents colorless mana.) 2/5
Dukhara Peafowl 4Artifact Creature — Bird {U}: Dukhara Peafowl gains flying until end of turn. 2/4
Silumgar Butcher 4BCreature — Zombie Djinn Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Silumgar Butcher exploits a creature, target creature gets -3/-3 until end of turn. 3/3
Martial Impetus 2WEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Manta Ray 1UUCreature — Fish Manta Ray can't attack unless defending player controls an Island. Manta Ray can't be blocked except by blue creatures. When you control no Islands, sacrifice Manta Ray. 3/3
Junkyard Genius 1BRCreature — Human Artificer When Junkyard Genius enters the battlefield, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {1}{B}{R}, Sacrifice another creature or artifact: Until end of turn, other creatures you control get +1/+0 and gain menace and haste. 2/2
Blind Fury 2RRInstant All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead.
Case of the Trampled Garden 2GEnchantment — Case When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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
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