Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Ondu Inversion

6WW · Sorcery

Destroy all nonland permanents.

Similar cards

Color identity:
NameManaTypeText
Meddling Mage WUCreature — Human Wizard As Meddling Mage enters the battlefield, choose a nonland card name. Spells with the chosen name can't be cast. 2/2
Blooming Cactusfolk 3GGCreature — Plant Druid Trample At the beginning of your end step, nonland cards in your hand perpetually gain "This spell {1} costs less to cast." 5/5
Possessed Barbarian 2RRCreature — Human Barbarian Horror First strike Threshold — As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature." 3/3
Myojin of Seeing Winds 7UUULegendary Creature — Spirit Myojin of Seeing Winds enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control. 3/3
Kagha, Shadow Archdruid 2BGLegendary Creature — Elf Druid Whenever Kagha, Shadow Archdruid attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.) Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn. 1/4
Dauntless Dismantler 1WCreature — Human Artificer Artifacts your opponents control enter the battlefield tapped. {X}{X}{W}, Sacrifice Dauntless Dismantler: Destroy each artifact with mana value X. 1/4
Broken Visage 4BInstant Destroy target nonartifact attacking creature. It can't be regenerated. Create a black Spirit creature token. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. Sacrifice the token at the beginning of the next end step.
Maddening Imp 2BCreature — Imp Flying {T}: Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate only during an opponent's turn and only before combat. 1/1
Sleuth Instructor 1WCreature — Elephant Detective Disguise {1}{W} Whenever Sleuth Instructor or another permanent you control is turned face up, seek a non-Elephant creature card with mana value 3 or less and cloak it. This ability triggers only once. 3/2
Saving Grace 1WEnchantment — Aura Flash Enchant creature you control When Saving Grace enters the battlefield, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead. Enchanted creature gets +0/+3.
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