Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Quagmire

2B · Enchantment

Creatures with swampwalk can be blocked as though they didn't have swampwalk.

Similar cards

Color identity:
NameManaTypeText
Root Snare 1GInstant Prevent all combat damage that would be dealt this turn.
Fog Bank 1UCreature — Wall Defender, flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. 0/2
Druid's Deliverance 1GInstant Prevent all combat damage that would be dealt to you this turn. Populate. (Create a token that's a copy of a creature token you control.)
Defensive Formation WEnchantment Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
Emerald Oryx 3GCreature — Antelope Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) 2/3
Winds of Qal Sisma 1GInstant Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Headliner Scarlett 3RLegendary Creature — Human Warlock Haste When Headliner Scarlett enters the battlefield, creatures target player controls can't block this turn. At the beginning of your upkeep, exile the top card of your library face down. You may look at and play that card this turn. 3/3
Pause for Reflection 2GInstant Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Prevent all combat damage that would be dealt this turn.
Inferno Hellion 3RCreature — Hellion Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each end step, if Inferno Hellion attacked or blocked this turn, its owner shuffles it into their library. 7/3
Academic Probation 1WSorcery — Lesson Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
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