Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Valor Made Real

W · Instant

Target creature can block any number of creatures this turn.

Similar cards

Color identity:
NameManaTypeText
Sustenance 1GEnchantment {1}, Sacrifice a land: Target creature gets +1/+1 until end of turn.
Saddle of the Cavalier 2GArtifact — Equipment Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less. Equip {3}
Storm-Charged Slasher Creature — Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/4
Alpha Kavu 2GCreature — Kavu {1}{G}: Target Kavu creature gets -1/+1 until end of turn. 2/2
Foam Weapons Kiosk Artifact — Attraction Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
Enraged Ceratok 2GGCreature — Rhino Enraged Ceratok can't be blocked by creatures with power 2 or less. 4/4
Bilbo's Ring 3Legendary Artifact — Equipment As long as it's your turn, equipped creature has hexproof and can't be blocked. Whenever equipped creature attacks alone, you draw a card and you lose 1 life. Equip Halfling {1} ({1}: Attach to target Halfling you control. Equip only as a sorcery.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Shell Shield UInstant Kicker {1} (You may pay an additional {1} as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Cold Snap 2WEnchantment Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
Hallowed Haunting 2WWEnchantment As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
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