Card Codex

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17 May 2024: Card library updated.

Moniker Mage

2U · Creature — Human Wizard

{U}, Say your middle name: Moniker Mage gains shroud until end of turn. {U}, Say an opponent's middle name: Moniker Mage gains flying until end of turn. 2/2

Similar cards

Color identity:
NameManaTypeText
Declaration in Stone 1WSorcery Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Watcher of the Spheres WUCreature — Bird Wizard Flying Creature spells with flying you cast cost {1} less to cast. Whenever another creature with flying enters the battlefield under your control, Watcher of the Spheres gets +1/+1 until end of turn. 2/2
Thallid Omnivore 3BCreature — Fungus {1}, Sacrifice another creature: Thallid Omnivore gets +2/+2 until end of turn. If a Saproling was sacrificed this way, you gain 2 life. 3/3
Tireless Tribe WCreature — Human Nomad Discard a card: Tireless Tribe gets +0/+4 until end of turn. 1/1
Vampiric Fury 1RInstant Vampire creatures you control get +2/+0 and gain first strike until end of turn.
Cradle of Safety 1UEnchantment — Aura Flash Enchant creature you control When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
Starlit Mantle 1UEnchantment — Aura Flash Enchant creature you control When Starlit Mantle enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
Reckless Amplimancer 1GCreature — Elf Druid {4}{G}: Double Reckless Amplimancer's power and toughness until end of turn. 2/2
Bayou Dragonfly 1GCreature — Insect Flying; swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) 1/1
Mutational Advantage 1GUInstant Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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