Card Codex

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17 May 2024: Card library updated.

Spirit of Resistance

2W · Enchantment

As long as you control a permanent of each color, prevent all damage that would be dealt to you.

Similar cards

Color identity:
NameManaTypeText
Wash Out 3USorcery Return all permanents of the color of your choice to their owners' hands.
Gate Hound 2WCreature — Dog Creatures you control have vigilance as long as Gate Hound is enchanted. 1/1
Spur Grappler 2RCreature — Beast Spur Grappler gets +2/+1 as long as you control no untapped lands. 2/1
Thrull Champion 4BCreature — Thrull Thrull creatures get +1/+1. {T}: Gain control of target Thrull for as long as you control Thrull Champion. 2/2
Dusk Charger 3BCreature — Horse Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Dusk Charger gets +2/+2 as long as you have the city's blessing. 3/3
Angelic Voices 2WWEnchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Brave the Elements WInstant Choose a color. White creatures you control gain protection from the chosen color until end of turn.
Knife and Death 2BBSorcery Just a second (As long as this spell is on the stack, players can't move permanents.) One at a time, throw ten cards you own from outside the game onto the playing area from a distance of at least three feet (about one meter). For each of those cards, Knife and Death deals 1 damage to each creature or planeswalker you don't control that card is touching. You gain life equal to the damage dealt this way.
Indigo Faerie 1UCreature — Faerie Wizard Flying {U}: Target permanent becomes blue in addition to its other colors until end of turn. 1/1
Rootwater Matriarch 2UUCreature — Merfolk {T}: Gain control of target creature for as long as that creature is enchanted. 2/3
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