M:tG card similarity search
3RR · Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
| Name | Mana | Type | Text |
|---|---|---|---|
| Nightpack Ambusher | 2GG | Creature — Wolf | Flash Other Wolves and Werewolves you control get +1/+1. At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token. 4/4 |
| Greatsword of Tyr | 1W | Artifact — Equipment | Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls. Equip {W} ({W}: Attach to target creature you control. Equip only as a sorcery.) |
| Jeskai Infiltrator | 2U | Creature — Human Monk | Jeskai Infiltrator can't be blocked as long as you control no other creatures. When Jeskai Infiltrator deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) 2/3 |
| Blade Banish | 3W | Instant | Exile target creature with power 4 or greater. |
| Bring to Trial | 2W | Sorcery | Exile target creature with power 4 or greater. |
| Curator's Ward | 2U | Enchantment — Aura | Enchant permanent Enchanted permanent has hexproof. When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.) |
| The Archimandrite | 2URW | Legendary Creature — Human Advisor | At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 4. Whenever you gain life, each Advisor, Artificer, and Monk you control gains vigilance and gets +X/+0 until end of turn, where X is the amount of life you gained. Tap three untapped Advisors, Artificers, and/or Monks you control: Draw a card. 0/5 |
| Steer Clear | W | Instant | Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell. |
| Surge Node | 1 | Artifact | Surge Node enters the battlefield with six charge counters on it. {1}, {T}, Remove a charge counter from Surge Node: Put a charge counter on target artifact. |
| Snow Devil | 1U | Enchantment — Aura | Enchant creature Enchanted creature has flying. Enchanted creature has first strike as long as it's blocking and you control a snow land. |