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Cards similar to Emerald Charm (400)

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Predators Strike

Predator's Strike

Instant

Target creature gets +3/+3 and gains trample until end of turn.

4 /10
$0.15
Press the Advantage

Press the Advantage

Instant

Up to two target creatures each get +2/+2 and gain trample until end of turn.

1.2 /10
$0.06
Primal Boost

Primal Boost

Instant

Target creature gets +4/+4 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.

2.1 /10
$0.03
Qilins Blessing

Qilin's Blessing

Instant

Target creature gets +2/+2 until end of turn.

0.7 /10
$0.06
Ray of Enfeeblement

Ray of Enfeeblement

Instant

Target creature gets -4/-1 until end of turn. If that creature is white, it gets -4/-4 until end of turn instead.

2.7 /10
$0.08
Relics Roar

Relic's Roar

Instant

Until end of turn, target artifact or creature becomes a Dinosaur artifact creature with base power and toughness 4/3 in addition to its other types.

3.4 /10
$0.02
Remove Enchantments

Remove Enchantments

Instant

Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.

2.6 /10
$2.36
Resize

Resize

Instant

Target creature gets +3/+3 until end of turn.
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)

2.5 /10
$0.18
Resolute Strike

Resolute Strike

Instant

Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.

4.6 /10
$0.01
Resounding Roar

Resounding Roar

Instant

Target creature gets +3/+3 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Roar, target creature gets +6/+6 until end of turn.

0.4 /10
$0.05
Righteousness

Righteousness

Instant

Target blocking creature gets +7/+7 until end of turn.

4.9 /10
$0.10
Roar of Jukai

Roar of Jukai

Instant — Arcane

If you control a Forest, each blocked creature gets +2/+2 until end of turn.
Splice onto Arcane—An opponent gains 5 life. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

2.3 /10
$0.10
Rookie Mistake

Rookie Mistake

Instant

Until end of turn, target creature gets +0/+2 and another target creature gets -2/-0.

1.8 /10
$0.02
Rouse the Mob

Rouse the Mob

Instant

Strive — This spell costs more to cast for each target beyond the first.
Any number of target creatures each get +2/+0 and gain trample until end of turn.

4.1 /10
$0.07
Rush of Adrenaline

Rush of Adrenaline

Instant

Target creature gets +2/+1 and gains trample until end of turn.

6.4 /10
--
Rush the Room

Rush the Room

Instant

Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.

4.4 /10
$0.01
Samuts Sprint

Samut's Sprint

Instant

Target creature gets +2/+1 and gains haste until end of turn. Scry 1.

7.7 /10
$0.08
Save Life

Save Life

Instant

Choose one —
• Target player gains 2½ life.
• Prevent the next 2½ damage that would be dealt to target creature this turn.
Gotcha — If an opponent says "save" or "life," you may say "Gotcha!" When you do, return Save Life from your graveyard to your hand.

10 /10
$1.40
Season of Renewal

Season of Renewal

Instant

Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target enchantment card from your graveyard to your hand.

7.1 /10
$0.03
Seize the Initiative

Seize the Initiative

Instant

Target creature gets +1/+1 and gains first strike until end of turn.

1 /10
$0.04
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