M:tG card similarity search
3G · Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Name | Mana | Type | Text |
---|---|---|---|
Chandra's Spitfire | 2R | Creature — Elemental | Flying Whenever an opponent is dealt noncombat damage, Chandra's Spitfire gets +3/+0 until end of turn. 1/3 |
Mass Mutiny | 3RR | Sorcery | For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. |
Louvaq, the Aberrant | 2GU | Legendary Creature — Mutant | Protection from modified creatures (Modified creatures have a power, toughness, or ability different than their printed versions.) At the beginning of each player's end step, you may put a +1/+1 counter on target creature that player controls. 3/4 |
Devkarin Dissident | 1G | Creature — Elf Warrior | {4}{G}: Devkarin Dissident gets +2/+2 until end of turn. 2/2 |
Iridescent Blademaster | 1G | Creature — Elf Warrior | {3}{G}: Iridescent Blademaster gets +2/+2 until end of turn. 2/2 |
Safehold Sentry | 1W | Creature — Elf Warrior | {2}{W}, {Q}: Safehold Sentry gets +0/+2 until end of turn. ({Q} is the untap symbol.) 2/2 |
Festering Newt | B | Creature — Salamander | When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch. 1/1 |
Paragon of Fierce Defiance | 3R | Creature — Human Warrior | Other red creatures you control get +1/+1. {R}, {T}: Another target red creature you control gains haste until end of turn. (It can attack and {T} this turn.) 2/2 |
Fallaji Dragon Engine | 8 | Artifact Creature — Dragon | Prototype {2}{R} — 1/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying {2}: Fallaji Dragon Engine gets +1/+0 until end of turn. 5/5 |
Hapatra's Mark | G | Instant | Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.) |