Card Codex

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17 May 2024: Card library updated.

Web of Inertia

2U · Enchantment

At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.

Similar cards

Color identity:
NameManaTypeText
Psychic Frog UBCreature — Frog Whenever Psychic Frog deals combat damage to a player or planeswalker, draw a card. Discard a card: Put a +1/+1 counter on Psychic Frog. Exile three cards from your graveyard: Psychic Frog gains flying until end of turn. 1/2
Song of Serenity 1GEnchantment Creatures that are enchanted can't attack or block.
Remorseful Cleric 1WCreature — Spirit Cleric Flying Sacrifice Remorseful Cleric: Exile target player's graveyard. 2/1
Release to Memory 3WInstant Exile target opponent's graveyard. For each creature card exiled this way, create a 1/1 colorless Spirit creature token.
Mindmelter 1UBCreature — Eldrazi Drone Devoid (This card has no color.) Mindmelter can't be blocked. {3}{C}: Target opponent exiles a card from their hand. Activate only as a sorcery. ({C} represents colorless mana.) 2/2
Ensnared by the Mara 2RRSorcery Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
From the Catacombs 3BBSorcery Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else. You take the initiative. Escape—{3}{B}{B}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Detection Tower Land {T}: Add {C}. {1}, {T}: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Séance 2WWEnchantment At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
Veil of Summer GInstant Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
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