Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Field of Reality

2U · Enchantment — Aura

Enchant creature Enchanted creature can't be blocked by Spirits. {1}{U}: Return Field of Reality to its owner's hand.

Similar cards

Color identity:
NameManaTypeText
Goblin War Cry 2RSorcery Target opponent chooses a creature they control. Other creatures they control can't block this turn.
Shield of Duty and Reason WEnchantment — Aura Enchant creature Enchanted creature has protection from green and from blue.
Flicker 1WSorcery Exile target nontoken permanent, then return it to the battlefield under its owner's control.
Tatsumasa, the Dragon's Fang 6Legendary Artifact — Equipment Equipped creature gets +5/+5. {6}, Exile Tatsumasa, the Dragon's Fang: Create a 5/5 blue Dragon Spirit creature token with flying. Return Tatsumasa to the battlefield under its owner's control when that token dies. Equip {3}
Ground Seal 1GEnchantment When Ground Seal enters the battlefield, draw a card. Cards in graveyards can't be the targets of spells or abilities.
Vow of Duty 2WEnchantment — Aura Enchant creature Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
Imoen, Chaotic Trickster 1URLegendary Creature — Human Rogue Wizard Imoen, Chaotic Trickster can't be blocked. Whenever Imoen deals combat damage to a player, you may exile an instant or sorcery card from your graveyard. If you do, Imoen deals 2 damage to each opponent. 3/2
Sticky Kavu Daredevil Stickers {TK}{TK} — Whenever this permanent dies, you may return target creature to its owner's hand. {TK}{TK}{TK}{TK} — Whenever this creature attacks, creatures you control get +1/+1 until end of turn. {TK}{TK} — 3/3 {TK}{TK}{TK} — 2/6
Howl of the Hunt 2GEnchantment — Aura Flash Enchant creature When Howl of the Hunt enters the battlefield, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
Reverse the Polarity 1UUInstant Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn.
Page 189