Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Threaten

2R · Sorcery

Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and {T} this turn.)

Similar cards

Color identity:
NameManaTypeText
Disciple of Griselbrand 1BCreature — Human Cleric {1}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. 1/1
Skyline Cascade Land Skyline Cascade enters the battlefield tapped. When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step. {T}: Add {U}.
Wall of Frost 1UUCreature — Wall Defender Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step. 0/7
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Fey Steed 2WWCreature — Elk Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card. 4/4
Hunt the Hunter GSorcery Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls.
Sleep of the Dead USorcery Tap target creature. It doesn't untap during its controller's next untap step. Escape—{2}{U}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Clear Shot 2GInstant Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Cyclical Evolution 3GGSorcery Target creature gets +3/+3 until end of turn. Exile Cyclical Evolution with three time counters on it. Suspend 3—{2}{G} (Rather than cast this card from your hand, you may pay {2}{G} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Chilling Trap UInstant Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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