Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Heaven's Gate

W · Instant

One or more target creatures become white until end of turn.

Similar cards

Color identity:
NameManaTypeText
Rakdos Firewheeler BBRRCreature — Human Rogue When Rakdos Firewheeler enters the battlefield, it deals 2 damage to target opponent and 2 damage to up to one target creature or planeswalker. 4/3
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.
Feral Instinct 1GInstant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
Fevered Strength 2BInstant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
Everybody Lives! 1WInstant All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
Folk of the Pines 4GCreature — Dryad {1}{G}: Folk of the Pines gets +1/+0 until end of turn. 2/5
Llanowar Vanguard 2GCreature — Dryad {T}: Llanowar Vanguard gets +0/+4 until end of turn. 1/1
Evil Eye of Urborg 4BCreature — Eye Non-Eye creatures you control can't attack. Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature. 6/3
Teyo, Aegis Adept 2WWLegendary Planeswalker — Teyo [+1]: Up to one target creature's base power perpetually becomes equal to its toughness. It perpetually gains "This creature can attack as though it didn't have defender." [−2]: Conjure a card named Lumbering Lightshield onto the battlefield. [−6]: You get an emblem with "At the beginning of your end step, return target white creature card from your graveyard to the battlefield. You gain life equal to its toughness." Loyalty 4
Monoxa, Midway Manager 2BRLegendary Creature — Vampire Employee Whenever you roll a 3 or higher, Monoxa, Midway Manager gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn. {6}: Roll a six-sided die. 3/3
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