Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Vampirism

1B · Enchantment — Aura

Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1.

Similar cards

Color identity:
NameManaTypeText
Blinding Spray 4UInstant Creatures your opponents control get -4/-0 until end of turn. Draw a card.
Uncomfortable Chill 2UInstant Creatures your opponents control get -2/-0 until end of turn. Draw a card.
Armament Master WWCreature — Kor Soldier Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master. 2/2
Blessed Orator 3WCreature — Human Cleric Other creatures you control get +0/+1. 1/4
Benalish Marshal WWWCreature — Human Knight Other creatures you control get +1/+1. 3/3
Mystic Subdual 1UEnchantment — Aura Flash Enchant creature Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
Faerie Noble 2GCreature — Faerie Noble Flying Other Faerie creatures you control get +0/+1. {T}: Other Faerie creatures you control get +1/+0 until end of turn. 1/2
Ray of Erasure UInstant Target player mills a card. Draw a card at the beginning of the next turn's upkeep.
Immerwolf 1RGCreature — Wolf Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Each other creature you control that's a Wolf or a Werewolf gets +1/+1. Non-Human Werewolves you control can't transform. 2/2
Death Match 3BEnchantment Whenever a creature enters the battlefield, that creature's controller may have target creature of their choice get -3/-3 until end of turn.
Page 22