Card Codex

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17 May 2024: Card library updated.

The Night of the Doctor

4WW · Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.

Similar cards

Color identity:
NameManaTypeText
Glissa Sunseeker 2GGLegendary Creature — Elf Warrior First strike {T}: Destroy target artifact if its mana value is equal to the amount of unspent mana you have. 3/2
Hidden Blade 2Artifact — Equipment Flash When Hidden Blade enters the battlefield, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn. Equipped creature gets +1/+0 and has first strike. Equip {2}
Power Matrix 4Artifact {T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.
Mistmoon Griffin 3WCreature — Griffin Flying When Mistmoon Griffin dies, exile Mistmoon Griffin, then return the top creature card of your graveyard to the battlefield. 2/2
Avenging Huntbonder 3WWCreature — Human Warrior Double strike Whenever Avenging Huntbonder attacks, put a double strike counter on another target attacking creature. 3/3
Vesperlark 2WCreature — Elemental Flying When Vesperlark leaves the battlefield, return target creature card with power 1 or less from your graveyard to the battlefield. Evoke {1}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) 2/1
Thwart the Grave 4BBSorcery This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
Lightning Blow 1WInstant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep.
Knighted Myr 2WArtifact Creature — Myr Knight {2}{W}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn. 2/2
Ruham Djinn 5WCreature — Djinn First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common. 5/5
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