Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Slayers' Stronghold

· Land

{T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Similar cards

Color identity:
NameManaTypeText
Wildwood Mentor 2GCreature — Treefolk Whenever a token enters the battlefield under your control, put a +1/+1 counter on Wildwood Mentor. Whenever Wildwood Mentor attacks, another target attacking creature gets +X/+X until end of turn, where X is Wildwood Mentor's power. 1/1
Bonds of Faith 1WEnchantment — Aura Enchant creature Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
Street Savvy GEnchantment — Aura Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.
Order of the Golden Cricket 1WCreature — Kithkin Knight Whenever Order of the Golden Cricket attacks, you may pay {W}. If you do, it gains flying until end of turn. 2/2
Tyrant's Familiar 5RRCreature — Dragon Flying, haste Lieutenant — As long as you control your commander, Tyrant's Familiar gets +2/+2 and has "Whenever Tyrant's Familiar attacks, it deals 7 damage to target creature defending player controls." 5/5
Fledgling Imp 2BCreature — Imp {B}, Discard a card: Fledgling Imp gains flying until end of turn. 2/2
Wicked Wolf 2GGCreature — Wolf When Wicked Wolf enters the battlefield, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on Wicked Wolf. It gains indestructible until end of turn. Tap it. 3/3
Mirror Box 3Artifact The "legend rule" doesn't apply to permanents you control. Each legendary creature you control gets +1/+1. Each nontoken creature you control gets +1/+1 for each other creature you control with the same name as that creature.
Golden Demise 1BBSorcery Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
Assault Formation 1GEnchantment Each creature you control assigns combat damage equal to its toughness rather than its power. {G}: Target creature with defender can attack this turn as though it didn't have defender. {2}{G}: Creatures you control get +0/+1 until end of turn.
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