Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Primordial Plasm

· Creature — Ooze

At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn. 4/4

Similar cards

Color identity:
NameManaTypeText
Sudden Breakthrough 1RInstant Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Spirit of the Hunt 1GGCreature — Wolf Spirit Flash When Spirit of the Hunt enters the battlefield, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn. 3/3
Dawn of the Dead 2BBBEnchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
Sandals of Abdallah 4Artifact {2}, {T}: Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy Sandals of Abdallah. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
Imps' Taunt 1BInstant Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able.
Accessories to Murder Artifact — Contraption Whenever you crank Accessories to Murder, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.
Spectral Hunt-Caller 4GCreature — Wolf Spirit {5}{G}: Creatures you control get +1/+1 and gain trample until end of turn. 4/4
Jorubai Murk Lurker 2UCreature — Leech Jorubai Murk Lurker gets +1/+1 as long as you control a Swamp. {1}{B}: Target creature gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.) 1/3
Stagecoach Security 4WCreature — Human Soldier When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.) 4/5
Drogskol Shieldmate 2WCreature — Spirit Soldier Flash (You may cast this spell any time you could cast an instant.) When Drogskol Shieldmate enters the battlefield, other creatures you control get +0/+1 until end of turn. 2/3
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