Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Swinging Ship

· Artifact — Attraction

Visit — After the first combat phase this turn, there's an additional combat phase. At the beginning of that combat, untap all creatures that attacked this turn.

Similar cards

Color identity:
NameManaTypeText
Stoic Angel 1GWUCreature — Angel Flying, vigilance Players can't untap more than one creature during their untap steps. 3/4
Tidal Flats UEnchantment {U}{U}: For each attacking creature without flying, its controller may pay {1}. If that player doesn't, creatures you control blocking that creature gain first strike until end of turn.
Liquimetal Torque 2Artifact {T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Thieving Aven 2UCreature — Bird Rogue Flying Whenever Thieving Aven deals combat damage to a player, heist target opponent's library. Whenever you cast a spell you don't own, put a +1/+1 counter on Thieving Aven. 1/4
Militia Rallier 2WCreature — Human Soldier Militia Rallier can't attack alone. Whenever Militia Rallier attacks, untap target creature. 3/3
General's Kabuto 4Artifact — Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) Prevent all combat damage that would be dealt to equipped creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Augury Adept 1W/UW/UCreature — Kithkin Wizard Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its mana value. 2/2
Elvish Branchbender 2GCreature — Elf Druid {T}: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control. 2/2
Shockmaw Dragon 4RRCreature — Dragon Flying Whenever Shockmaw Dragon deals combat damage to a player, it deals 1 damage to each creature that player controls. 4/4
Seafaring Werewolf Creature — Werewolf Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 2/1
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