M:tG card similarity search
W · Instant — Adventure
Target creature gains indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)
Name | Mana | Type | Text |
---|---|---|---|
Savage Offensive | 1R | Sorcery | Kicker {G} (You may pay an additional {G} as you cast this spell.) Creatures you control gain first strike until end of turn. If this spell was kicked, they get +1/+1 until end of turn. |
Oran-Rief Invoker | 1G | Creature — Human Shaman | {8}: Oran-Rief Invoker gets +5/+5 and gains trample until end of turn. 2/2 |
You See a Guard Approach | U | Instant | Choose one — • Distract the Guard — Tap target creature. • Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) |
Rouse the Mob | R | Instant | Strive — This spell costs {2}{R} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain trample until end of turn. |
Skyboon Evangelist | 4W | Creature — Bird Advisor | Flying When Skyboon Evangelist enters the battlefield, support 6. (Put a +1/+1 counter on each of up to six other target creatures.) Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn. 3/3 |
The Princess Takes Flight | 2W | Enchantment — Saga | (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile up to one target creature. II — Target creature you control gets +2/+2 and gains flying until end of turn. III — Return the exiled card to the battlefield under its owner's control. |
A-Mr. Orfeo, the Boulder | 1BRG | Legendary Creature — Rhino Warrior | Whenever you attack, double target creature's power until end of turn. 3/4 |
Mr. Orfeo, the Boulder | 1BRG | Legendary Creature — Rhino Warrior | Whenever you attack, double target creature's power until end of turn. 2/4 |
Dire Wolf Prowler | 2G | Creature — Wolf | {1}{G}: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn. 2/2 |
Merry-Go-Round | Artifact — Attraction | Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) |