Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Warrior's Oath

RR · Sorcery

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Similar cards

Color identity:
NameManaTypeText
Emerald Collector 1UCreature — Human Pirate Whenever Emerald Collector deals combat damage to a player, draw a card. When you draw your third card in a turn, conjure a card named Mox Emerald into your hand. This ability triggers only once. {2}{G}: Emerald Collector has base power and toughness 4/4 until end of turn. 1/2
Fever Charm RInstant Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
Serendib Efreet 2UCreature — Efreet Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you. 3/4
Wall of Dust 2RCreature — Wall Defender (This creature can't attack.) Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn. 1/4
Cleaver Riot 4RSorcery Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
Balloon Stand Artifact — Attraction Visit — Choose one. • Create a 1/1 red Balloon creature token with flying. • Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
Elemental Resonance 2GGEnchantment — Aura Enchant permanent At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
Daru Encampment Land {T}: Add {C}. {W}, {T}: Target Soldier creature gets +1/+1 until end of turn.
Force of Rage 1RRInstant If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Merfolk Thaumaturgist 2UCreature — Merfolk Wizard {T}: Switch target creature's power and toughness until end of turn. 1/2
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