Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Fatal Mutation

B · Enchantment — Aura

Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated.

Similar cards

Color identity:
NameManaTypeText
Conjurer's Ban WBSorcery Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played. Draw a card.
Guild Thief 1UCreature — Orc Rogue Whenever Guild Thief deals combat damage to a player, put a +1/+1 counter on it. Cunning Action — {3}{U}: Guild Thief can't be blocked this turn. 1/1
Priest of Iroas RCreature — Human Cleric {3}{W}, Sacrifice Priest of Iroas: Destroy target enchantment. 1/1
Spirit Away 5UUEnchantment — Aura Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
Wear Away GGInstant — Arcane Destroy target artifact or enchantment. Splice onto Arcane {3}{G} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Crown of Suspicion 1BEnchantment — Aura Enchant creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.
Organic Extinction 8WWSorcery Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Destroy all nonartifact creatures.
Break Through the Line 1REnchantment {R}: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
Corsairs of Umbar 3UCreature — Human Pirate {2}{U}: Target Goblin, Orc, or Pirate can't be blocked this turn. Whenever Corsairs of Umbar deals combat damage to a player, amass Orcs 3. (Put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) 3/3
Karametra's Blessing WInstant Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
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