Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Seismic Stomp

1R · Sorcery

Creatures without flying can't block this turn.

Similar cards

Color identity:
NameManaTypeText
Argothian Sprite 1GCreature — Faerie Argothian Sprite can't be blocked by artifact creatures. {7}: Put two +1/+1 counters on Argothian Sprite. 2/2
Immortal Obligation 1WInstant Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Aven Archer 3WWCreature — Bird Soldier Archer Flying {2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature. 2/2
Hover Barrier 2UCreature — Illusion Wall Defender, flying 0/6
Mishra's Domination 1REnchantment — Aura Enchant creature As long as you control enchanted creature, it gets +2/+2. Otherwise, it can't block.
Amrou Kithkin WWCreature — Kithkin Amrou Kithkin can't be blocked by creatures with power 3 or greater. 1/1
Hedgewitch's Mask WArtifact — Equipment Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Deep-Sea Kraken 7UUUCreature — Kraken Deep-Sea Kraken can't be blocked. Suspend 9—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever an opponent casts a spell, if Deep-Sea Kraken is suspended, remove a time counter from it. 6/6
Rime Transfusion 1BSnow Enchantment — Aura Enchant creature Enchanted creature gets +2/+1 and has "{S}: This creature can't be blocked this turn except by snow creatures." ({S} can be paid with one mana from a snow source.)
Kick in the Door RSorcery Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
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