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17 May 2024: Card library updated.

Pyromancer's Swath

2R · Enchantment

If an instant or sorcery source you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead. At the beginning of each end step, discard your hand.

Similar cards

Color identity:
NameManaTypeText
Haazda Shield Mate 2WCreature — Human Soldier At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay {W}{W}. {W}: The next time a source of your choice would deal damage to you this turn, prevent that damage. 1/1
Pilgrim of Virtue 2WCreature — Human Cleric Protection from black {W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage. 1/3
Camel WCreature — Camel Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel. 0/1
Guilty Conscience WEnchantment — Aura Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
Shield of the Avatar 1Artifact — Equipment If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Cramped Bunker 4RGEnchantment At the beginning of each opponent's upkeep, that player moves a permanent they control to touch Cramped Bunker and no other permanents. If the player can't, destroy each permanent they control that isn't touching Cramped Bunker, then sacrifice it.
Awe Strike WInstant The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way.
Dissipation Field 2UUEnchantment Whenever a permanent deals damage to you, return it to its owner's hand.
Mercenaries 3WCreature — Human Mercenary {3}: The next time Mercenaries would deal damage to you this turn, prevent that damage. Any player may activate this ability. 3/3
Channel Harm 5WInstant Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
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