Card Codex

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17 May 2024: Card library updated.

Blind with Anger

3R · Instant — Arcane

Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.

Similar cards

Color identity:
NameManaTypeText
Airtight Alibi 2GEnchantment — Aura Flash Enchant creature When Airtight Alibi enters the battlefield, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected. Enchanted creature gets +2/+2 and can't become suspected.
Wingshield Agent 2UCreature — Human Soldier Wingshield Agent enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever Wingshield Agent attacks, up to one other target creature gains flying until end of turn. 2/3
Whalebone Glider 2Artifact {2}, {T}: Target creature with power 3 or less gains flying until end of turn.
Midvast Protector 3WCreature — Human Wizard When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn. 2/3
Chainer, Nightmare Adept 2BRLegendary Creature — Human Minion Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn. Whenever a nontoken creature enters the battlefield under your control, if you didn't cast it from your hand, it gains haste until your next turn. 3/2
Thrull Champion 4BCreature — Thrull Thrull creatures get +1/+1. {T}: Gain control of target Thrull for as long as you control Thrull Champion. 2/2
Chaos Charm RInstant Choose one — • Destroy target Wall. • Chaos Charm deals 1 damage to target creature. • Target creature gains haste until end of turn.
Aladdin 2RRCreature — Human Rogue {1}{R}{R}, {T}: Gain control of target artifact for as long as you control Aladdin. 1/1
Lightning Greaves 2Artifact — Equipment Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
Big Play 1GInstant Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it.
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