Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Messenger's Speed

R · Enchantment — Aura

Enchant creature Enchanted creature has trample and haste.

Similar cards

Color identity:
NameManaTypeText
Paradise Druid 1GCreature — Elf Druid Paradise Druid has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.) {T}: Add one mana of any color. 2/1
Zephyr Boots 1Artifact — Equipment Equipped creature has flying. Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artisan's Sorrow 3GInstant Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Expose to Daylight 2WInstant Destroy target artifact or enchantment. Scry 1.
Niv-Mizzet, Supreme WUBRGLegendary Creature — Dragon Avatar Flying, hexproof from monocolored Each instant and sorcery card in your graveyard that's exactly two colors has jump-start. (You may cast that card from your graveyard by discarding a card in addition to paying its other costs. Then exile it.) 5/5
Agent of Erebos 3BEnchantment Creature — Zombie Constellation — Whenever Agent of Erebos or another enchantment enters the battlefield under your control, exile target player's graveyard. 2/2
Gnarlroot Pallbearer 4GGCreature — Treefolk Druid Trample When Gnarlroot Pallbearer enters the battlefield, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. 5/5
Smelt-Ward Gatekeepers 3RCreature — Human Warrior When Smelt-Ward Gatekeepers enters the battlefield, if you control two or more Gates, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. 2/4
Crashing Tide 2USorcery This spell has flash as long as you control a Merfolk. Return target creature to its owner's hand. Draw a card.
Flickerform 1WEnchantment — Aura Enchant creature {2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
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