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Cards similar to Slave of Bolas (400)

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Sunbringers Touch

Sunbringer's Touch

Sorcery

Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)

3 /10
$0.11
Viviens Stampede

Vivien's Stampede

Sorcery

Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.

6.2 /10
$0.19
Camaraderie

Camaraderie

Sorcery

You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.

9.1 /10
$0.33
Burn Down the House

Burn Down the House

Sorcery

Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.

8.7 /10
$0.93
Consuming Vapors

Consuming Vapors

Sorcery

Target player sacrifices a creature. You gain life equal to that creature's toughness.
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.)

7.3 /10
$0.21
Feral Lightning

Feral Lightning

Sorcery

Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.

1.3 /10
$0.19
Invoke the Winds

Invoke the Winds

Sorcery

Gain control of target artifact or creature. Untap it.

7.4 /10
$0.22
Mouth to Mouth

Mouth to Mouth

Sorcery

Choose target opponent and target creature they control. You and that player have a breath-holding contest. If you win, you gain control of that creature.

10 /10
$0.27
Rising Miasma

Rising Miasma

Sorcery

All creatures get -2/-2 until end of turn.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

1.3 /10
$0.04
Taigams Strike

Taigam's Strike

Sorcery

Target creature gets +2/+0 until end of turn and can't be blocked 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.)

3.4 /10
$0.07
Aether Mutation

Aether Mutation

Sorcery

Return target creature to its owner's hand. Create X 1/1 green Saproling creature tokens, where X is that creature's mana value.

4.8 /10
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Death Frenzy

Death Frenzy

Sorcery

All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.

3.1 /10
$0.12
Extus Oriq Overlord  Awaken the Blood Avatar

Extus, Oriq Overlord // Awaken the Blood Avatar

Legendary Creature — Human Warlock // Sorcery (2/4)

Double strike
Magecraft — Whenever you cast or copy an instant or sorcery spell, return target nonlegendary creature card from your graveyard to your hand.

Awaken the Blood Avatar

As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way.
Each opponent sacrifices a creature. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."

7.1 /10
$0.38
Rally the Galadhrim

Rally the Galadhrim

Sorcery

Create a token that's a copy of target creature you control.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

6 /10
$0.33
Enter the GodEternals

Enter the God-Eternals

Sorcery

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

6.9 /10
$0.21
Armed  Dangerous

Armed // Dangerous

Sorcery // Sorcery

Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

Dangerous

All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)

5.5 /10
$0.12
Destined  Lead

Destined // Lead

Instant // Sorcery

Target creature gets +1/+0 and gains indestructible until end of turn.

Lead

Aftermath (Cast this spell only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.

4.8 /10
$0.08
Enlarge

Enlarge

Sorcery

Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)

5.1 /10
$0.09
Gruesome Slaughter

Gruesome Slaughter

Sorcery

Until end of turn, colorless creatures you control gain ": This creature deals damage equal to its power to target creature."

7.6 /10
$0.35
Hunters Prowess

Hunter's Prowess

Sorcery

Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."

8.4 /10
$0.24
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