Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Silhouette

1U · Instant

Choose target creature. If a spell or ability that targets that creature would cause a source to deal damage to that creature this turn, prevent that damage.

Similar cards

Color identity:
NameManaTypeText
Incendiary Oracle 1RCreature — Human Shaman {1}{R}: Incendiary Oracle gets +1/+0 until end of turn. If a creature dealt damage by Incendiary Oracle this turn would die, exile it instead. 2/2
El-Hajjâj 1BBCreature — Human Wizard Whenever El-Hajjâj deals damage, you gain that much life. 1/1
Gloom Surgeon 1BCreature — Spirit If combat damage would be dealt to Gloom Surgeon, prevent that damage and exile that many cards from the top of your library. 2/1
Hunter's Mark 3GInstant This spell costs {3} less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
Esper Battlemage 2UArtifact Creature — Human Wizard {W}, {T}: Prevent the next 2 damage that would be dealt to you this turn. {B}, {T}: Target creature gets -1/-1 until end of turn. 2/2
Ogre Enforcer 3RRCreature — Ogre Ogre Enforcer can't be destroyed by lethal damage unless lethal damage dealt by a single source is marked on it. 4/4
Spellbane Centaur 2GCreature — Centaur Creatures you control can't be the targets of blue spells or abilities from blue sources. 3/2
Nullhide Ferox 2GGCreature — Beast Hexproof You can't cast noncreature spells. {2}: Nullhide Ferox loses all abilities until end of turn. Any player may activate this ability. If a spell or ability an opponent controls causes you to discard Nullhide Ferox, put it onto the battlefield instead of putting it into your graveyard. 6/6
Executioner's Swing WBInstant Target creature that dealt damage this turn gets -5/-5 until end of turn.
Mutational Advantage 1GUInstant Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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