M:tG card similarity search
4GG · Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Name | Mana | Type | Text |
---|---|---|---|
Wildsize | 2G | Instant | Target creature gets +2/+2 and gains trample until end of turn. Draw a card. |
Greenbelt Radical | 3G | Creature — Centaur Citizen | Disguise {5}{G}{G} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When Greenbelt Radical is turned face up, put a +1/+1 counter on each creature you control. Creatures you control gain trample until end of turn. 4/4 |
Coastal Piracy | 2UU | Enchantment | Whenever a creature you control deals combat damage to an opponent, you may draw a card. |
Tortoise Formation | 3U | Instant | Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) |
Blessed Wine | 1W | Instant | You gain 1 life. Draw a card at the beginning of the next turn's upkeep. |
Neyith of the Dire Hunt | 2GG | Legendary Creature — Human Warrior | Whenever one or more creatures you control fight or become blocked, draw a card. At the beginning of combat on your turn, you may pay {2}{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either {R} or {G}.) 3/3 |
Samut, Vizier of Naktamun | 1RG | Legendary Creature — Human Warrior Cleric | First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered the battlefield this turn, draw a card. 2/3 |
Shadow Rift | U | Instant | Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card. |
Chance for Glory | 1RW | Instant | Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. |
Nighthaze | B | Sorcery | Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) Draw a card. |