Card Codex

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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
Zedruu the Greathearted 1URWLegendary Creature — Minotaur Monk At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control. {U}{R}{W}: Target opponent gains control of target permanent you control. 2/4
Najeela, the Blade-Blossom 2RLegendary Creature — Human Warrior Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking. {W}{U}{B}{R}{G}: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat. 3/2
Leeching Sliver 1BCreature — Sliver Whenever a Sliver you control attacks, defending player loses 1 life. 1/1
Keep Watch 2UInstant Draw a card for each attacking creature.
Dawnhart Mentor 2GCreature — Human Warlock When Dawnhart Mentor enters the battlefield, create a 1/1 white Human creature token. Coven — {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers. 0/4
Slumbering Keepguard WCreature — Human Knight Whenever an enchantment enters the battlefield under your control, scry 1. {2}{W}: Slumbering Keepguard gets +1/+1 until end of turn for each enchantment you control. 1/1
Castle Raptors 4WCreature — Bird Soldier Flying As long as Castle Raptors is untapped, it gets +0/+2. 3/3
Angelic Skirmisher 4WWCreature — Angel Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn. 4/4
Might of the Nephilim 1GInstant Target creature gets +2/+2 until end of turn for each of its colors.
Iridescent Angel 5WUCreature — Angel Flying, protection from all colors 4/4
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