Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Rogue's Passage

· Land

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Similar cards

Color identity:
NameManaTypeText
Feral Contest 3GSorcery Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
Cavern of Souls Land As Cavern of Souls enters the battlefield, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Nemesis Mask 3Artifact — Equipment All creatures able to block equipped creature do so. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Satyr's Cunning RSorcery Create a 1/1 red Satyr creature token with "This creature can't block." Escape—{2}{R}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Cowed by Wisdom WEnchantment — Aura Enchant creature Enchanted creature can't attack or block unless its controller pays {1} for each card in your hand.
Spirit of the Labyrinth 1WEnchantment Creature — Spirit Each player can't draw more than one card each turn. 3/1
Tomik, Distinguished Advokist WWLegendary Creature — Human Advisor Flying Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control. Your opponents can't play land cards from graveyards. 2/3
Taunting Arbormage 2GCreature — Elf Wizard Kicker {3} (You may pay an additional {3} as you cast this spell.) When Taunting Arbormage enters the battlefield, if it was kicked, all creatures able to block target creature this turn do so. 2/3
Anzrag, the Quake-Mole 2RGLegendary Creature — Mole God Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able. 8/4
Ironclaw Buzzardiers 2RCreature — Orc Scout Ironclaw Buzzardiers can't block creatures with power 2 or greater. {R}: Ironclaw Buzzardiers gains flying until end of turn. 2/2
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