M:tG card similarity search
4RR · Sorcery
Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Name | Mana | Type | Text |
---|---|---|---|
Obscura Initiate | 2U | Creature — Bird Citizen | Flying {1}{W/B}: Obscura Initiate gains lifelink until end of turn. 2/2 |
Vault 75: Middle School | 2WW | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile all creatures with power 4 or greater. II, III — Put a +1/+1 counter on each creature you control. |
Dromar's Charm | WUB | Instant | Choose one — • You gain 5 life. • Counter target spell. • Target creature gets -2/-2 until end of turn. |
Targ Nar, Demon-Fang Gnoll | RG | Legendary Creature — Gnoll | Pack tactics — Whenever Targ Nar, Demon-Fang Gnoll attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn. {2}{R}{G}: Double Targ Nar's power and toughness until end of turn. 2/2 |
Sunmane Pegasus | 3W | Creature — Pegasus | Flying {1}{W}: Sunmane Pegasus gains vigilance and lifelink until end of turn. 2/3 |
Silverquill Command | 2WB | Sorcery | Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature. |
Frost Raptor | 2U | Snow Creature — Bird | Flying {S}{S}: Frost Raptor gains shroud until end of turn. ({S} can be paid with one mana from a snow source. A creature with shroud can't be the target of spells or abilities.) 2/2 |
Gargoyle Sentinel | 3 | Artifact Creature — Gargoyle | Defender (This creature can't attack.) {3}: Until end of turn, Gargoyle Sentinel loses defender and gains flying. 3/3 |
Nature's Cloak | 2G | Sorcery | Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.) |
Kamahl's Will | 3G | Instant | Choose one. If you control a commander as you cast this spell, you may choose both. • Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands. • Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature. |