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Cards similar to Thermal Flux (400)

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Lorehold Command

Lorehold Command

Instant

Choose two —
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.

7.5 /10
$0.20
Macabre Mockery

Macabre Mockery

Instant

Put target creature card from an opponent's graveyard onto the battlefield under your control. It gets +2/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.

5.6 /10
$0.06
Maestros Confluence

Maestros Confluence

Sorcery

Choose three. You may choose the same mode more than once.
• Return target monocolored instant or sorcery card from your graveyard to your hand.
• Target creature gets -3/-3 until end of turn.
• Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)

6.1 /10
$0.16
Mardu Charm

Mardu Charm

Instant

Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

5 /10
$0.10
Markov Retribution

Markov Retribution

Sorcery

Choose one or both —
• Creatures you control get +1/+0 until end of turn.
• Target Vampire you control deals damage equal to its power to another target creature.

3.5 /10
$0.05
Masterful Replication

Masterful Replication

Instant

Choose one —
• Create two 3/3 colorless Golem artifact creature tokens.
• Choose target artifact you control. Each other artifact you control becomes a copy of that artifact until end of turn.

7.8 /10
$0.12
Mayhem Patrol

Mayhem Patrol

Creature — Devil Warrior (1/2)

Menace (This creature can't be blocked except by two or more creatures.)
Whenever Mayhem Patrol attacks, target creature gets +1/+0 until end of turn.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

4.6 /10
$0.04
Midnight Charm

Midnight Charm

Instant

Choose one —
• Midnight Charm deals 1 damage to target creature and you gain 1 life.
• Target creature gains first strike until end of turn.
• Tap target creature.

2.6 /10
$0.11
Mishras Command

Mishra's Command

Sorcery

Choose two —
• Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way.
• This spell deals X damage to target creature.
• This spell deals X damage to target planeswalker.
• Target creature gets +X/+0 and gains haste until end of turn.

7.6 /10
$0.18
Mishra Lost to Phyrexia

Mishra, Lost to Phyrexia

Legendary Artifact Creature — Phyrexian Artificer (9/9)

Whenever Mishra, Lost to Phyrexia enters or attacks, choose three —
• Target opponent discards two cards.
• Mishra deals 3 damage to any target.
• Destroy target artifact or planeswalker.
• Creatures you control gain menace and trample until end of turn.
• Creatures you don't control get -1/-1 until end of turn.
• Create two tapped Powerstone tokens.

10 /10
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Monk Class

Monk Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."

6.8 /10
$0.25
Mystic Might

Mystic Might

Enchantment — Aura

Enchant land you control
Cumulative upkeep (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.)
Enchanted land has ": Target creature gets +2/+2 until end of turn."

0.1 /10
$0.51
Nanogene Conversion

Nanogene Conversion

Sorcery

Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.

8.2 /10
$6.19
New Prahv Guildmage

New Prahv Guildmage

Creature — Human Wizard (2/2)

: Target creature gains flying until end of turn.
: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)

3.2 /10
$0.04
Neyith of the Dire Hunt

Neyith of the Dire Hunt

Legendary Creature — Human Warrior (3/3)

Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)

8.7 /10
$4.12
Night Clubber

Night Clubber

Creature — Human Warrior (2/2)

When Night Clubber enters, creatures your opponents control get -1/-1 until end of turn.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

5.8 /10
$0.06
Obscura Confluence

Obscura Confluence

Instant

Choose three. You may choose the same mode more than once.
• Until end of turn, target creature loses all abilities and has base power and toughness 1/1.
• Target creature connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
• Target player returns a creature card from their graveyard to their hand.

5.8 /10
$0.25
Obuun Mul Daya Ancestor

Obuun, Mul Daya Ancestor

Legendary Creature — Elf Spirit (3/3)

At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.

7 /10
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