Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Time Distortion

· Phenomenon

When you encounter Time Distortion, reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise. Then planeswalk away from this phenomenon.)

Similar cards

Color identity:
NameManaTypeText
Befriending the Moths 3WEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter.) I, II — Target creature you control gets +1/+1 and gains flying until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
Emergence Zone Land {T}: Add {C}. {1}, {T}, Sacrifice Emergence Zone: You may cast spells this turn as though they had flash.
Cherished Hatchling 1GCreature — Dinosaur When Cherished Hatchling dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters the battlefield, you may have it fight another target creature." 2/1
Sarah's Wings WTribal Instant — Angel Target creature or player gains flying until end of turn. (Players with flying can't be dealt damage by creatures without flying.)
Spearbreaker Behemoth 5GGCreature — Beast Indestructible {1}: Target creature with power 5 or greater gains indestructible until end of turn. 5/5
Grasping Shadows 3BEnchantment Whenever a creature you control attacks alone, it gains deathtouch and lifelink until end of turn. Put a dread counter on Grasping Shadows. Then if there are three or more dread counters on it, transform it.
Tower Defense 1GInstant Creatures you control get +0/+5 and gain reach until end of turn.
Faerie Vandal 1UCreature — Faerie Rogue Flash Flying Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal. 1/2
Urtet, Remnant of Memnarch 3Legendary Artifact Creature — Myr Whenever you cast a Myr spell, create a 1/1 colorless Myr artifact creature token. At the beginning of combat on your turn, untap each Myr you control. {W}{U}{B}{R}{G}, {T}: Put three +1/+1 counters on each Myr you control. Activate only during your turn. 2/2
Circle of Protection: Green 1WEnchantment {1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
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