M:tG card similarity search
2W · Instant
Target creature defending player controls gets +3/+0 until end of turn. That creature can block up to two additional creatures this turn.
| Name | Mana | Type | Text |
|---|---|---|---|
| Log Flume | Artifact — Attraction | Visit — Choose up to four creatures you control. Those creatures jump in a log until end of turn. (Creatures in a log together can't be blocked unless they're all blocked. If a spell or ability you control targets one of them, it targets all of them.) | |
| Glintwing Invoker | 4U | Creature — Human Wizard Mutant | {7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn. 3/3 |
| Forbidden Lore | 2G | Enchantment — Aura | Enchant land Enchanted land has "{T}: Target creature gets +2/+1 until end of turn." |
| Verdant Field | 2G | Enchantment — Aura | Enchant land Enchanted land has "{T}: Target creature gets +1/+1 until end of turn." |
| Soul Kiss | 2B | Enchantment — Aura | Enchant creature {B}, Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Activate no more than three times each turn. |
| Celestial Flare | WW | Instant | Target player sacrifices an attacking or blocking creature. |
| Boldwyr Intimidator | 5RR | Creature — Giant Warrior | Cowards can't block Warriors. {R}: Target creature becomes a Coward until end of turn. {2}{R}: Target creature becomes a Warrior until end of turn. 5/5 |
| Magus of the Arena | 4RR | Creature — Human Wizard | {3}, {T}: Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.) 5/5 |
| Spirit Flare | 3W | Instant | Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback—{1}{W}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
| Orzhov Advokist | 2W | Creature — Human Advisor | At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn. 1/4 |