Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Fell the Mighty

4W · Sorcery

Destroy all creatures with power greater than target creature's power.

Similar cards

Color identity:
NameManaTypeText
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.)
Flamespeaker's Will REnchantment — Aura Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact.
Churning Eddy 3USorcery Return target creature and target land to their owners' hands.
Riding the Dilu Horse 2GSorcery Target creature gets +2/+2 and gains horsemanship. (It can't be blocked except by creatures with horsemanship. This effect lasts indefinitely.)
Voracious Vacuum 3Host Artifact Creature — Construct When this creature enters the battlefield, put a +1/+1 counter on target creature. 1/1
Zhalfirin Decoy 1WCreature — Human Soldier {T}: Tap target creature. Activate only if you had a creature enter the battlefield under your control this turn. 1/3
Victory 2WSorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gains double strike until end of turn.
Flame of Anor 1URInstant Choose one. If you control a Wizard as you cast this spell, you may choose two instead. • Target player draws two cards. • Destroy target artifact. • Flame of Anor deals 5 damage to target creature.
Citadel Siege 2WWEnchantment As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Log Flume Artifact — Attraction Visit — Choose up to four creatures you control. Those creatures jump in a log until end of turn. (Creatures in a log together can't be blocked unless they're all blocked. If a spell or ability you control targets one of them, it targets all of them.)
Page 309