Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Inniaz, the Gale Force

3UU · Legendary Creature — Djinn

Flying {2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.) Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right. 4/4

Similar cards

Color identity:
NameManaTypeText
Merfolk Cave-Diver 2UCreature — Merfolk Scout Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can't be blocked this turn. 2/4
Steelclad Spirit 1UCreature — Spirit Defender Whenever an enchantment enters the battlefield under your control, Steelclad Spirit can attack this turn as though it didn't have defender. 3/3
Kodama's Might GInstant — Arcane Target creature gets +2/+2 until end of turn. Splice onto Arcane {G} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Shrouded Shepherd 1WCreature — Spirit Warrior When Shrouded Shepherd enters the battlefield, target creature you control gets +2/+2 until end of turn. 2/2
Dwarven Lieutenant RRCreature — Dwarf Soldier {1}{R}: Target Dwarf creature gets +1/+0 until end of turn. 1/2
Savage Surge 1GInstant Target creature gets +2/+2 until end of turn. Untap that creature.
Veteran's Reflexes WInstant Target creature gets +1/+1 until end of turn. Untap that creature.
Grand Ball Guest 1RCreature — Human Peasant Celebration — Grand Ball Guest gets +1/+1 and has trample as long as two or more nonland permanents entered the battlefield under your control this turn. 2/2
Icehide Troll 2GSnow Creature — Troll Warrior {S}{S}: Icehide Troll gets +2/+0 and gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. {S} can be paid with one mana from a snow source.) 2/3
Hightide Hermit 4UCreature — Crab Defender When Hightide Hermit enters the battlefield, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: Hightide Hermit can attack this turn as though it didn't have defender. 4/4
Page 237