Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Leap of Faith

2W · Instant

Target creature gains flying until end of turn. Prevent all damage that would be dealt to that creature this turn.

Similar cards

Color identity:
NameManaTypeText
Sengir Vampire 3BBCreature — Vampire Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire. 4/4
Seasoned Tactician 2WCreature — Human Advisor {3}, Exile the top four cards of your library: The next time a source of your choice would deal damage to you this turn, prevent that damage. 1/3
Searing Spear Askari 2RCreature — Human Knight Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{R}: Searing Spear Askari gains menace until end of turn. (It can't be blocked except by two or more creatures.) 2/2
Onyx Mage 1BCreature — Human Wizard {1}{B}: Target creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) 2/1
Soraya the Falconer 1WWLegendary Creature — Human Bird creatures get +1/+1. {1}{W}: Target Bird creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) 2/2
Knight of the Holy Nimbus WWCreature — Human Rebel Knight Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) {2}: Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability. 2/2
Stolen Vitality 1RInstant Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn.
Adamant Will 1WInstant Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Destined 1BInstant Target creature gets +1/+0 and gains indestructible until end of turn.
Mortal's Resolve 1GInstant Target creature gets +1/+1 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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