M:tG card similarity search
G · Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Name | Mana | Type | Text |
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Wolf Strike | 2G | Instant | Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control. |
Domri, Anarch of Bolas | 1RG | Legendary Planeswalker — Domri | Creatures you control get +1/+0. [+1]: Add {R} or {G}. Creature spells you cast this turn can't be countered. [−2]: Target creature you control fights target creature you don't control. Loyalty 3 |
Aardwolf's Advantage | 2R | Sorcery | Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.) |
Undercity Uprising | 2BG | Sorcery | Creatures you control gain deathtouch until end of turn. Then target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) |
Spontaneous Flight | 2W | Instant | Target creature gets +2/+2 until end of turn. Put a flying counter on it. |
For the Emperor! | 3W | Sorcery | Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn. |
Savage Packmate | Creature — Werewolf | Trample Other creatures you control get +1/+0. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 5/5 | |
Sheriff of Safe Passage | 2W | Creature — Human Knight | Sheriff of Safe Passage enters the battlefield with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 0/0 |
Team Spirit | 2G | Instant | Creatures target player's team controls get +1/+1 until end of turn. |
Prairie Dog | 1W | Creature — Squirrel | Lifelink At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on Prairie Dog. {4}{W}: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead. 2/2 |