Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Last Night Together

3RG · Sorcery

Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.

Similar cards

Color identity:
NameManaTypeText
Bloodcrazed Neonate 1RCreature — Vampire Bloodcrazed Neonate attacks each combat if able. Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it. 2/1
Urborg Drake 1UBCreature — Drake Flying Urborg Drake attacks each combat if able. 2/3
Hellraiser Goblin 2RCreature — Goblin Berserker Creatures you control have haste and attack each combat if able. 2/2
Hulking Raptor 2GGCreature — Dinosaur Ward {2} At the beginning of your precombat main phase, add {G}{G}. 5/3
Dauthi Slayer BBCreature — Dauthi Soldier Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each combat if able. 2/2
Traitorous Instinct 3RSorcery Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste.
Combat Professor 3WCreature — Bird Cleric Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn. 2/3
Keldon Overseer 2RCreature — Human Warrior Kicker {3}{R} (You may pay an additional {3}{R} as you cast this spell.) Haste When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. 3/1
Fang of the Pack 5GCreature — Wolf Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.) 5/3
Sight of the Scalelords 4GEnchantment At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn.
Page 15