Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rage Reflection

4RR · Enchantment

Creatures you control have double strike.

Similar cards

Color identity:
NameManaTypeText
Guardian Augmenter 2GCreature — Troll Wizard Flash Commander creatures you control get +2/+2. Commanders you control have hexproof. 2/2
Splendor Mare 2WCreature — Elk Unicorn Lifelink Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.) When you cycle Splendor Mare, put a lifelink counter on target creature you control. 3/3
Join Shields 3GWInstant Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
Oathsworn Giant 4WWCreature — Giant Soldier Vigilance Other creatures you control get +0/+2 and have vigilance. 3/4
Honor of the Pure 1WEnchantment White creatures you control get +1/+1.
Polymorphous Rush 2UInstant Strive — This spell costs {1}{U} more to cast for each target beyond the first. Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn.
Hag of Noxious Nightmares 2BCreature — Hag Warlock Warlocks you control have menace. 2/2
Nature's Way 1GSorcery Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Grusilda, Monster Masher 3BRLegendary Creature — Zombie Villain Combined, enchanted, and equipped creatures you control have menace. {3}{B}{R}, {T}: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.) 4/4
Monoxa, Midway Manager 2BRLegendary Creature — Vampire Employee Whenever you roll a 3 or higher, Monoxa, Midway Manager gains first strike until end of turn. If the roll was 4 or higher, it gains menace until end of turn. If the roll was 5 or higher, it gains lifelink until end of turn. {6}: Roll a six-sided die. 3/3
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