Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Wanderer's Strike

4W · Sorcery

Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Similar cards

Color identity:
NameManaTypeText
Martial Glory RWInstant Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
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Oathkeeper, Takeno's Daisho 3Legendary Artifact — Equipment Equipped creature gets +3/+1. Whenever equipped creature dies, return that card to the battlefield under your control if it's a Samurai card. When Oathkeeper, Takeno's Daisho is put into a graveyard from the battlefield, exile equipped creature. Equip {2}
Sailors' Bane 7UUCreature — Dragon Turtle This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) 7/7
Coronation of Chaos 2RSorcery Up to three target creatures can't block this turn. Goad them. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
The Curse of Fenric 2GWEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch. II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities. III — Target Mutant fights another target creature named Fenric.
Turbo-Thwacking Auto-Hammer Artifact — Contraption Whenever you crank Turbo-Thwacking Auto-Hammer, target creature gains double strike until end of turn.
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Enter the Unknown GSorcery Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn.
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