M:tG card similarity search
1W · Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
| Name | Mana | Type | Text |
|---|---|---|---|
| Vampirism | 1B | Enchantment — Aura | Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1. |
| Mogg Cannon | 2 | Artifact | {T}: Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at the beginning of the next end step. |
| Hall Monitor | R | Creature — Lizard Shaman | Haste {1}{R}, {T}: Target creature can't block this turn. 1/1 |
| In the Trenches | 1WW | Enchantment | Creatures you control get +1/+1. {5}{W}: Exile target nonland permanent you don't control until In the Trenches leaves the battlefield. Activate only as a sorcery and only once. |
| Geier Reach Bandit | 2R | Creature — Human Rogue Werewolf | Haste At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit. 3/2 |
| Razor Pendulum | 4 | Artifact | At the beginning of each player's end step, if that player has 5 or less life, Razor Pendulum deals 2 damage to that player. |
| Hexmark Destroyer | 4BB | Artifact Creature — Necron | Multi-threat Eliminator — Hexmark Destroyer can't be blocked except by six or more creatures. Unearth {4}{B}{B} ({4}{B}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 6/6 |
| Shark Typhoon | 5U | Enchantment | Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying. |
| Raging Kronch | 2R | Creature — Beast | Raging Kronch can't attack alone. 4/3 |
| Panic Attack | 2R | Sorcery | Up to three target creatures can't block this turn. |