Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Tactical Advantage

W · Instant

Target blocking or blocked creature you control gets +2/+2 until end of turn.

Similar cards

Color identity:
NameManaTypeText
War Horn 3Artifact Attacking creatures you control get +1/+0.
Kragma Warcaller 3BRCreature — Minotaur Warrior Minotaur creatures you control have haste. Whenever a Minotaur you control attacks, it gets +2/+0 until end of turn. 2/3
Immerwolf 1RGCreature — Wolf Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform. 2/2
Encampment Keeper WCreature — Dog First strike {7}{W}, {T}, Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn. 1/1
Stagecoach Security 4WCreature — Human Soldier When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{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.) 4/5
Bastion Protector 2WCreature — Human Soldier Commander creatures you control get +2/+2 and have indestructible. 3/3
Bustle 4R/GR/GSorcery Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
Pit Imp BCreature — Imp Flying {B}: Pit Imp gets +1/+0 until end of turn. Activate no more than twice each turn. 0/1
River Sneak 1UCreature — Merfolk Warrior River Sneak can't be blocked. Whenever another Merfolk enters the battlefield under your control, River Sneak gets +1/+1 until end of turn. 1/1
Vampire Bats BCreature — Bat Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: Vampire Bats gets +1/+0 until end of turn. Activate no more than twice each turn. 0/1
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