Card Codex

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17 May 2024: Card library updated.

Family's Favor

2G · Enchantment

Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)

Similar cards

Color identity:
NameManaTypeText
Encircling Fissure 2WInstant Prevent all combat damage that would be dealt this turn by creatures target opponent controls. Awaken 2—{4}{W} (If you cast this spell for {4}{W}, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Ancestral Anger RSorcery Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
Chandra's Incinerator 5RCreature — Elemental This spell costs {X} less to cast, where X is the total amount of noncombat damage dealt to your opponents this turn. Trample Whenever a source you control deals noncombat damage to an opponent, Chandra's Incinerator deals that much damage to target creature or planeswalker that player controls. 6/6
A-Winota, Joiner of Forces 2RWLegendary Creature — Human Warrior Whenever one or more non-Human creatures you control attack, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order. 4/4
Heartwood Shard 3Artifact {3}, {T} or {G}, {T}: Target creature gains trample until end of turn.
War Chariot 3Artifact {3}, {T}: Target creature gains trample until end of turn.
Gust-Skimmer 2Artifact Creature — Insect {U}: Gust-Skimmer gains flying until end of turn. 2/1
Serene Steward 1WCreature — Human Cleric Ally Whenever you gain life, you may pay {W}. If you do, put a +1/+1 counter on target creature. 2/2
Courageous Resolve 2WInstant Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Assault Strobe RSorcery Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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