Card Codex

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17 May 2024: Card library updated.

Vibrating Sphere

4 · Artifact

As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get -0/-2.

Similar cards

Color identity:
NameManaTypeText
Earth Surge 3GEnchantment Each land gets +2/+2 as long as it's a creature.
Mindwrack Liege 3U/RU/RU/RCreature — Horror Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. {U/R}{U/R}{U/R}{U/R}: You may put a blue or red creature card from your hand onto the battlefield. 4/4
Guardians' Pledge 1WWInstant White creatures you control get +2/+2 until end of turn.
Coastal Bulwark 2Artifact Creature — Wall Defender Coastal Bulwark gets +2/+0 as long as you control an Island. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) 1/3
Shinechaser 1WUCreature — Faerie Flying, vigilance Shinechaser gets +1/+1 as long as you control an artifact. Shinechaser gets +1/+1 as long as you control an enchantment. 1/1
Chief of the Foundry 3Artifact Creature — Construct Other artifact creatures you control get +1/+1. 2/3
Bustle 4R/GR/GSorcery Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
Scurrid Colony 1GCreature — Squirrel Reach Scurrid Colony gets +2/+2 as long as you control eight or more lands. 2/2
Vampirism 1BEnchantment — 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.
Guardian's Magemark 2WEnchantment — Aura Flash Enchant creature Creatures you control that are enchanted get +1/+1.
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