M:tG card similarity search
1WW · Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Name | Mana | Type | Text |
---|---|---|---|
Triumph of the Hordes | 2GG | Sorcery | Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) |
Book of Mazarbul | 2R | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) II — Amass Orcs 2. III — Creatures you control get +1/+0 and gain menace until end of turn. |
Shore Up | U | Instant | Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.) |
Angel of the Dawn | 4W | Creature — Angel | Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3 |
Dawnfeather Eagle | 4W | Creature — Bird | Flying When Dawnfeather Eagle enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. 3/3 |
Stagecoach Security | 4W | Creature — Human Soldier | When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 4/5 |
Sigil Blessing | GW | Instant | Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1. |
Overcome | 3GG | Sorcery | Creatures you control get +2/+2 and gain trample until end of turn. |
Overrun | 2GGG | Sorcery | Creatures you control get +3/+3 and gain trample until end of turn. |
Might of the Ancestors | 2W | Enchantment | At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn. |