Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Hand of Vecna

3 · Legendary Artifact — Equipment

At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip {2}

Similar cards

Color identity:
NameManaTypeText
Rampaging Spiketail 4BBCreature — Dinosaur When Rampaging Spiketail enters the battlefield, target creature you control gets +2/+0 and gains indestructible until end of turn. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) 5/6
Crossroads Consecrator GCreature — Human Cleric {G}, {T}: Target attacking Human gets +1/+1 until end of turn. 1/2
Rally the Righteous 1RWInstant Radiance — Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.
Ultramarines Honour Guard 3WCreature — Astartes Warrior Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) Other creatures you control get +1/+1. 2/2
Wheel of Misfortune 2RSorcery Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Tempting Wurm 1GCreature — Wurm When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield. 5/5
Dinosaur Stampede 2RInstant Attacking creatures get +2/+0 until end of turn. Dinosaurs you control gain trample until end of turn.
Guardian Augmenter 2GCreature — Troll Wizard Flash Commander creatures you control get +2/+2. Commanders you control have hexproof. 2/2
Favorable Winds 1UEnchantment Creatures you control with flying get +1/+1.
Might of the Old Ways 1GInstant Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
Page 192