Card Codex

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17 May 2024: Card library updated.

Ripples of Potential

1U · Instant

Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)

Similar cards

Color identity:
NameManaTypeText
Zurgo Helmsmasher 2RWBLegendary Creature — Orc Warrior Haste Zurgo Helmsmasher attacks each combat if able. Zurgo Helmsmasher has indestructible as long as it's your turn. Whenever a creature dealt damage by Zurgo Helmsmasher this turn dies, put a +1/+1 counter on Zurgo Helmsmasher. 7/2
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Roilmage's Trick 3UInstant Converge — Creatures your opponents control get -X/-0 until end of turn, where X is the number of colors of mana spent to cast this spell. Draw a card.
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Tuktuk Grunts 4RCreature — Goblin Warrior Ally Haste Whenever Tuktuk Grunts or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Tuktuk Grunts. 2/2
Sanctum of Stone Fangs 1BLegendary Enchantment — Shrine At the beginning of your precombat main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Throatseeker 2BCreature — Vampire Ninja Unblocked attacking Ninjas you control have lifelink. 3/2
Otharri, Suns' Glory 3RWLegendary Creature — Phoenix Flying, lifelink, haste Whenever Otharri, Suns' Glory attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have. {2}{R}{W}, Tap an untapped Rebel you control: Return Otharri from your graveyard to the battlefield tapped. 3/3
S.N.O.T. GCreature — Ooze You may have S.N.O.T. enter the battlefield stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.) *²/*²
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