Card Codex

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17 May 2024: Card library updated.

Dictate of the Twin Gods

3RR · Enchantment

Flash If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.

Similar cards

Color identity:
NameManaTypeText
Surge Mare UUCreature — Horse Fish Surge Mare can't be blocked by green creatures. Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card. {1}{U}: Surge Mare gets +2/-2 until end of turn. 0/5
Scattershot Archer GCreature — Elf Archer {T}: Scattershot Archer deals 1 damage to each creature with flying. 1/2
Skullscorch RRSorcery Target player discards two cards at random unless that player has Skullscorch deal 4 damage to them.
Censorship UEnchantment As Censorship enters the battlefield, choose a word. Whenever a player says the chosen word, Censorship deals 2 damage to that player.
Animist's Might 2GSorcery This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Rumbling Slum 1RGGCreature — Elemental At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player. 5/5
Reckless Endeavor 5RRSorcery Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result.
Dormant Sliver 2GUCreature — Sliver All Sliver creatures have defender. All Slivers have "When this permanent enters the battlefield, draw a card." 2/2
Coral Trickster 1UCreature — Merfolk Rogue Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Coral Trickster is turned face up, you may tap or untap target permanent. 2/1
Kheru Lich Lord 3BGUCreature — Zombie Wizard At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. 4/4
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