Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Hand to Hand

2R · Enchantment

During combat, players can't cast instant spells or activate abilities that aren't mana abilities.

Similar cards

Color identity:
NameManaTypeText
Luminous Bonds 2WEnchantment — Aura Enchant creature Enchanted creature can't attack or block.
Pacifism 1WEnchantment — Aura Enchant creature Enchanted creature can't attack or block.
Dragon Mage 5RRCreature — Dragon Wizard Flying Whenever Dragon Mage deals combat damage to a player, each player discards their hand, then draws seven cards. 5/5
Bond of Insight 3USorcery Each player mills four cards. Return up to two instant and/or sorcery cards from your graveyard to your hand. Exile Bond of Insight.
Glint-Horn Buccaneer 1RRCreature — Minotaur Pirate Haste Whenever you discard a card, Glint-Horn Buccaneer deals 1 damage to each opponent. {1}{R}, Discard a card: Draw a card. Activate only if Glint-Horn Buccaneer is attacking. 2/4
Delayed Blast Fireball 1RRInstant Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead. Foretell {4}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Transcendent Envoy 1WEnchantment Creature — Griffin Flying Aura spells you cast cost {1} less to cast. 1/2
Archive Trap 3UUInstant — Trap If an opponent searched their library this turn, you may pay {0} rather than pay this spell's mana cost. Target opponent mills thirteen cards.
The Abyss 3BWorld Enchantment At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
Neheb, Dreadhorde Champion 2RRLegendary Creature — Zombie Minotaur Warrior Trample Whenever Neheb, Dreadhorde Champion deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much {R}. Until end of turn, you don't lose this mana as steps and phases end. 5/4
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