Card Codex

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17 May 2024: Card library updated.

Wild Instincts

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.)

Similar cards

Color identity:
NameManaTypeText
Crusading Knight 2WWCreature — Human Knight Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. 2/2
Masked Blackguard 1BCreature — Human Rogue Flash (You may cast this spell any time you could cast an instant.) {2}{B}: Masked Blackguard gets +1/+1 until end of turn. 2/1
Martial Law 2WWEnchantment At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Death Pit Offering 2BBEnchantment When Death Pit Offering enters the battlefield, sacrifice all creatures you control. Creatures you control get +2/+2.
Mordant Dragon 3RRRCreature — Dragon Flying {1}{R}: Mordant Dragon gets +1/+0 until end of turn. Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to target creature that player controls. 5/5
Hoof Skulkin 3Artifact Creature — Scarecrow {3}: Target green creature gets +1/+1 until end of turn. 2/2
Spring Splasher 1UCreature — Frog Beast Whenever Spring Splasher attacks, target creature defending player controls gets -3/-0 until end of turn. 2/1
Gruul War Chant 2RGEnchantment Attacking creatures you control get +1/+0 and have menace.
Growth Cycle 1GInstant Target creature gets +3/+3 until end of turn. It gets an additional +2/+2 until end of turn for each card named Growth Cycle in your graveyard.
Mantle of Tides UArtifact — Equipment Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
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