Card Codex

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17 May 2024: Card library updated.

Triumph of Ferocity

2G · Enchantment

At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.

Similar cards

Color identity:
NameManaTypeText
Sphinx's Tutelage 2UEnchantment Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process. {5}{U}: Draw a card, then discard a card.
Serpent of the Endless Sea 4UCreature — Serpent Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control. Serpent of the Endless Sea can't attack unless defending player controls an Island. */*
Hostile Takeover 2UBRSorcery Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature.
Crackling Doom RWBInstant Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Mosswort Bridge Land Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Mosswort Bridge enters the battlefield tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Molten Monstrosity 7RCreature — Hellion This spell costs {X} less to cast, where X is the greatest power among creatures you control. Trample 5/5
Generous Patron 2GCreature — Elf Advisor When Generous Patron enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) Whenever you put one or more counters on a creature you don't control, draw a card. 1/4
Shrieking Affliction BEnchantment At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 3 life.
Psychic Membrane 2UCreature — Wall Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card. 0/3
Wolf Strike 2GInstant Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
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