Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Feral Lightning

3RRR · Sorcery

Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.

Similar cards

Color identity:
NameManaTypeText
Kardum, Patron of Flames 2RRLegendary Creature — Demon Haste Whenever Kardum, Patron of Flames attacks, put a flame counter on it, then seek a card with mana value equal to the number of flame counters on it and exile that card face down. When Kardum dies, put all cards you own exiled with it into your hand. At the beginning of the end step of your next turn, discard those cards. 4/3
Fatigue 1USorcery Target player skips their next draw step.
Cathar's Call 2WEnchantment — Aura Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
Brazen Scourge 1RRCreature — Gremlin Haste 3/3
Hellion Crucible Land {T}: Add {C}. {1}{R}, {T}: Put a pressure counter on Hellion Crucible. {1}{R}, {T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Create a 4/4 red Hellion creature token with haste. (It can attack and {T} as soon as it comes under your control.)
Goro-Goro and Satoru UBRLegendary Creature — Goblin Human Whenever one or more creatures you control that entered the battlefield this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying. {1}{R}: Creatures you control gain haste until end of turn. 3/4
Concordant Crossroads GWorld Enchantment All creatures have haste.
Mass Hysteria REnchantment All creatures have haste.
Rocket-Powered Turbo Slug 3RCreature — Slug Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.)) 3/1
Glyph of Destruction RInstant Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at the beginning of the next end step.
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