Card Codex

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17 May 2024: Card library updated.

Military Discipline

W · Enchantment — Aura

Flash Enchant creature When Military Discipline enters the battlefield, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0.

Similar cards

Color identity:
NameManaTypeText
Order of the Ebon Hand BBCreature — Cleric Knight Protection from white {B}: Order of the Ebon Hand gains first strike until end of turn. {B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn. 2/1
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Spirit Mantle 1WEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.
Desperate Stand RWSorcery Strive — This spell costs {R}{W} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn.
Reyav, Master Smith RWLegendary Creature — Dwarf Artificer Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn. 2/2
Helm of the Gods 1Artifact — Equipment Equipped creature gets +1/+1 for each enchantment you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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Cabaretti Initiate GCreature — Raccoon Citizen {2}{R/W}: Cabaretti Initiate gains double strike until end of turn. 1/2
When We Were Young 3WInstant Up to two target creatures each get +2/+2 until end of turn. If you control an artifact and an enchantment, those creatures also gain lifelink until end of turn.
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.
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