Card Codex

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17 May 2024: Card library updated.

Winds of Qal Sisma

1G · Instant

Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.

Similar cards

Color identity:
NameManaTypeText
Patron of the Vein 4BBCreature — Vampire Shaman Flying When Patron of the Vein enters the battlefield, destroy target creature an opponent controls. Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control. 4/4
Fiery Emancipation 3RRREnchantment If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Octopus Umbra 3UUEnchantment — Aura Enchant creature Enchanted creature has base power and toughness 8/8 and has "Whenever this creature attacks, you may tap target creature with power 8 or less." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Blatant Thievery 4UUUSorcery For each opponent, gain control of target permanent that player controls.
Martial Law 2WWEnchantment At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Venomous Breath 3GInstant Choose target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn.
Brutal Cathar 2WCreature — Human Soldier Werewolf When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/2
Gruul Ragebeast 5RGCreature — Beast Whenever Gruul Ragebeast or another creature enters the battlefield under your control, that creature fights target creature an opponent controls. 6/6
Aladdin's Lamp 10Artifact {X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
Lead 3GSorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) All creatures able to block target creature this turn do so.
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