Card Codex

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17 May 2024: Card library updated.

See Red

1R · Enchantment — Aura

Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.

Similar cards

Color identity:
NameManaTypeText
One-Clown Band 1RArtifact Creature — Clown Robot Bard {2}{R}: Target Robot gets +2/+0 until end of turn. 1/3
Homura's Essence Legendary Enchantment Creatures you control get +2/+2 and have flying and "{R}: This creature gets +1/+0 until end of turn."
Secretkeeper 3UCreature — Spirit As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying. 2/2
Molten Firebird 4RCreature — Phoenix Flying When Molten Firebird dies, return it to the battlefield under its owner's control at the beginning of the next end step and you skip your next draw step. {4}{R}: Exile Molten Firebird. 2/2
Ivory Gargoyle 4WCreature — Gargoyle Flying When Ivory Gargoyle dies, return it to the battlefield under its owner's control at the beginning of the next end step and you skip your next draw step. {4}{W}: Exile Ivory Gargoyle. 2/2
Shaleskin Bruiser 6RCreature — Beast Trample Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast. 4/4
Roc Hatchling RCreature — Bird Roc Hatchling enters the battlefield with four shell counters on it. At the beginning of your upkeep, remove a shell counter from Roc Hatchling. As long as Roc Hatchling has no shell counters on it, it gets +3/+2 and has flying. 0/1
Daily Regimen WEnchantment — Aura Enchant creature {1}{W}: Put a +1/+1 counter on enchanted creature.
Charging Bandits 4BCreature — Human Rogue Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. 3/3
Combat Professor 3WCreature — Bird Cleric Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn. 2/3
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