Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Part Water

XXU · Sorcery

X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)

Similar cards

Color identity:
NameManaTypeText
Merfolk Thaumaturgist 2UCreature — Merfolk Wizard {T}: Switch target creature's power and toughness until end of turn. 1/2
Excavator 2Artifact {T}, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn. (It can't be blocked as long as defending player controls a land of any of those types.)
For the Family GInstant Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
Bloodthorn Taunter 1RCreature — Human Scout Haste {T}: Target creature with power 5 or greater gains haste until end of turn. 1/1
Merry-Go-Round Artifact — Attraction Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.)
In the Web of War 3RREnchantment Whenever a creature enters the battlefield under your control, it gets +2/+0 and gains haste until end of turn.
Funeral Charm BInstant Choose one — • Target player discards a card. • Target creature gets +2/-1 until end of turn. • Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Lobelia Sackville-Baggins 2BLegendary Creature — Halfling Citizen Flash Menace When Lobelia Sackville-Baggins enters the battlefield, exile target creature card from an opponent's graveyard that was put there from the battlefield this turn, then create X Treasure tokens, where X is the exiled card's power. 2/3
Jaws of Stone 5RSorcery Jaws of Stone deals X damage divided as you choose among any number of targets, where X is the number of Mountains you control as you cast this spell.
Knighted Myr 2WArtifact Creature — Myr Knight {2}{W}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn. 2/2
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