Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Valorous Charge

1WW · Sorcery

White creatures get +2/+0 until end of turn.

Similar cards

Color identity:
NameManaTypeText
Knight of the New Coalition 3WCreature — Human Knight Vigilance When Knight of the New Coalition enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance. 2/2
Selvala, Eager Trailblazer 2GWLegendary Creature — Elf Scout Vigilance Whenever you cast a creature spell, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." {T}: Choose a color. Add one mana of that color for each different power among creatures you control. 4/5
Secretkeeper 3UCreature — Spirit As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying. 2/2
Brimaz, King of Oreskos 1WWLegendary Creature — Cat Soldier Vigilance Whenever Brimaz, King of Oreskos attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking. Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature. 3/4
Water Wurm UCreature — Wurm Water Wurm gets +0/+1 as long as an opponent controls an Island. 1/1
Tidal Visionary UCreature — Merfolk Wizard {T}: Target creature becomes the color of your choice until end of turn. 1/1
Rammas Echor, Ancient Shield 3WLegendary Artifact Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender. At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Nyx Herald 2GEnchantment Creature — Centaur Shaman At the beginning of combat on your turn, target enchanted creature or enchantment creature you control gets +1/+1 and gains trample until end of turn. 2/3
Deranged Hermit 3GGCreature — Elf Echo {3}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Deranged Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens. Squirrel creatures get +1/+1. 1/1
Without Weakness 1BInstant Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling {2} ({2}, Discard this card: Draw a card.)
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