Card Codex

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17 May 2024: Card library updated.

Ondu Rising

1W · Sorcery

Whenever a creature attacks this turn, it gains lifelink until end of turn. Awaken 4—{4}{W} (If you cast this spell for {4}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Similar cards

Color identity:
NameManaTypeText
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Kolaghan Stormsinger RCreature — Human Shaman Haste Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Kolaghan Stormsinger is turned face up, target creature gains haste until end of turn. 1/1
Pippin, Guard of the Citadel WULegendary Creature — Halfling Soldier Vigilance, ward {1} {T}: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.) 2/2
Mirrorweave 2W/UW/UInstant Each other creature becomes a copy of target nonlegendary creature until end of turn.
Merfolk Cave-Diver 2UCreature — Merfolk Scout Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can't be blocked this turn. 2/4
The Archimandrite 2URWLegendary Creature — Human Advisor At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained. Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card. 0/5
Basking Rootwalla GCreature — Lizard {1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Activate only once each turn. Madness {0} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) 1/1
Blazing Rootwalla RCreature — Lizard {R}: Blazing Rootwalla gets +2/+0 until end of turn. Activate only once each turn. Madness {0} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) 1/1
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