Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Hex

4BB · Sorcery

Destroy six target creatures.

Similar cards

Color identity:
NameManaTypeText
Steady Aim 1GInstant Untap target creature. It gets +1/+4 and gains reach until end of turn.
Sparring Collar 2Artifact — Equipment Equipped creature has first strike. {R}{R}: Attach Sparring Collar to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Bounding Krasis 1GUCreature — Fish Lizard Flash (You may cast this spell any time you could cast an instant.) When Bounding Krasis enters the battlefield, you may tap or untap target creature. 3/3
Satyr Grovedancer 1GCreature — Satyr Shaman When Satyr Grovedancer enters the battlefield, put a +1/+1 counter on target creature. 1/1
Slippery Bogbonder 3GCreature — Human Druid Flash Hexproof When Slippery Bogbonder enters the battlefield, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature. 3/3
Alchemist's Greeting 4RSorcery Alchemist's Greeting deals 4 damage to target creature. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Fume Spitter BCreature — Phyrexian Horror Sacrifice Fume Spitter: Put a -1/-1 counter on target creature. 1/1
Wicked Slumber 3UInstant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Fire Shrine Keeper RCreature — Elemental Menace {7}{R}, {T}, Sacrifice Fire Shrine Keeper: It deals 3 damage to each of up to two target creatures. 1/1
New Prahv Guildmage WUCreature — Human Wizard {W}{U}: Target creature gains flying until end of turn. {3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) 2/2
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