Card Codex

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17 May 2024: Card library updated.

Runes of the Deus

4R/G · Enchantment — Aura

Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample.

Similar cards

Color identity:
NameManaTypeText
Spider Climb GEnchantment — Aura You may cast Spider Climb as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)
Svyelun of Sea and Sky 1UULegendary Creature — Merfolk God Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward {1}. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) 3/4
Fly UEnchantment — Aura Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Caught in the Brights 2WEnchantment — Aura Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
Stonewright RCreature — Human Shaman Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Stonewright is paired with another creature, each of those creatures has "{R}: This creature gets +1/+0 until end of turn." 1/1
Aether Meltdown 1UEnchantment — Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature or Vehicle When Aether Meltdown enters the battlefield, you get {E}{E} (two energy counters). Enchanted creature gets -4/-0.
Slumbering Keepguard WCreature — Human Knight Whenever an enchantment enters the battlefield under your control, scry 1. {2}{W}: Slumbering Keepguard gets +1/+1 until end of turn for each enchantment you control. 1/1
Boartusk Liege 1R/GR/GR/GCreature — Goblin Knight Trample Other red creatures you control get +1/+1. Other green creatures you control get +1/+1. 3/4
Beastmaster Ascension 2GEnchantment Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
Spy Kit 2Artifact — Equipment Equipped creature gets +1/+1 and has all names of nonlegendary creature cards in addition to its name. Equip {2}
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