Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Nature's Way

1G · Sorcery

Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.

Similar cards

Color identity:
NameManaTypeText
Burning-Yard Trainer 4RCreature — Human Knight Trample, haste When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn. 3/3
Arcbond 2RInstant Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
Plated Crusher 4GGGCreature — Beast Trample Hexproof (This creature can't be the target of spells or abilities your opponents control.) 7/6
Bruse Tarl, Boorish Herder 2RWLegendary Creature — Human Ally Whenever Bruse Tarl, Boorish Herder enters the battlefield or attacks, target creature you control gains double strike and lifelink until end of turn. Partner (You can have two commanders if both have partner.) 3/3
Dire Tactics WBInstant Exile target creature. If you don't control a Human, you lose life equal to that creature's toughness.
Colossal Dreadmaw 4GGCreature — Dinosaur Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) 6/6
Alchemist's Gift BInstant Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Call Forth the Tempest 5RRRSorcery Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Heal the Scars 3GInstant Regenerate target creature. You gain life equal to that creature's toughness.
Arcum's Sleigh 1Artifact {2}, {T}: Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
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