Card Codex

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17 May 2024: Card library updated.

Dúnedain Blade

1W · Artifact — Equipment

Equipped creature gets +2/+1. Equip Human {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Similar cards

Color identity:
NameManaTypeText
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Rabble-Rouser 3RCreature — Goblin Shaman Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) {R}, {T}: Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power. 1/1
Angelic Field Marshal 2WWCreature — Angel Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance. 3/3
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Lightning Reflexes 1REnchantment — Aura You may cast Lightning Reflexes as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +1/+0 and has first strike.
Captain Lannery Storm 2RLegendary Creature — Human Pirate Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn. 2/2
Parasitic Impetus 2BEnchantment — Aura Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Drover of the Mighty 1GCreature — Human Druid Drover of the Mighty gets +2/+2 as long as you control a Dinosaur. {T}: Add one mana of any color. 1/1
Legion's Initiative RWEnchantment Red creatures you control get +1/+0. White creatures you control get +0/+1. {R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Blood Frenzy 1RInstant Cast this spell only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at the beginning of the next end step.
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