Card Codex

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17 May 2024: Card library updated.

Shifting Grift

UU · Sorcery

Spree (Choose one or more additional costs.) + {2} — Exchange control of two target creatures. + {1} — Exchange control of two target artifacts. + {1} — Exchange control of two target enchantments.

Similar cards

Color identity:
NameManaTypeText
Manic Vandal 2RCreature — Human Warrior When Manic Vandal enters the battlefield, destroy target artifact. 2/2
Blanchwood Armor 2GEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 for each Forest you control.
A-Bruenor Battlehammer 2RWLegendary Creature — Dwarf Warrior Each creature you control gets +2/+0 for each Equipment attached to it. {0}: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn. 5/4
Omen of the Sun 2WEnchantment Flash When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life. {2}{W}, Sacrifice Omen of the Sun: Scry 2.
Purging Scythe 5Artifact At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one of them.
Quarrel's End 2RSorcery As an additional cost to cast this spell, discard a card. Draw two cards and create a 1/1 white Human Soldier creature token.
Magic Missile 1RRSorcery This spell can't be countered. Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
Neurok Stealthsuit 2Artifact — Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) {U}{U}: Attach Neurok Stealthsuit to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Thunderhawk Gunship 6Artifact — Vehicle Flying When Thunderhawk Gunship enters the battlefield, create two 2/2 white Astartes Warrior creature tokens with vigilance. Whenever Thunderhawk Gunship attacks, attacking creatures you control gain flying until end of turn. Crew 2 6/6
GO TO JAIL WEnchantment When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
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