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Cards similar to Glorious End (18)

Come Back Wrong

Come Back Wrong

Sorcery

Destroy target creature. If a creature card is put into a graveyard this way, return it to the battlefield under your control. Sacrifice it at the beginning of your next end step.

6.8 /10
$0.52
Desert Warfare

Desert Warfare

Enchantment

Whenever you sacrifice a Desert and whenever a Desert card is put into your graveyard from your hand or library, put that card onto the battlefield under your control at the beginning of your next end step.
At the beginning of combat on your turn, if you control five or more Deserts, create that many 1/1 red, green, and white Sand Warrior creature tokens. They gain haste.

6.8 /10
$0.12
Dragonhawk Fates Tempest

Dragonhawk, Fate's Tempest

Legendary Creature — Bird Dragon (5/5)

Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.

8 /10
$3.38
Greasefang Okiba Boss

Greasefang, Okiba Boss

Legendary Creature — Rat Pilot (4/3)

At the beginning of combat on your turn, return target Vehicle card from your graveyard to the battlefield. It gains haste. Return it to its owner's hand at the beginning of your next end step.

7 /10
$0.14
Harried Dronesmith

Harried Dronesmith

Creature — Human Artificer (2/3)

At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.

4.8 /10
$0.04
Haunted House

Haunted House

Artifact — Attraction

Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step.

0.3 /10
$0.29
Kheru Lich Lord

Kheru Lich Lord

Creature — Zombie Wizard (4/4)

At the beginning of your upkeep, you may pay . If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else.

1.9 /10
$0.11
Necropotence

Necropotence

Enchantment

Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.

9.8 /10
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Puppeteer Clique

Puppeteer Clique

Creature — Faerie Wizard (3/2)

Flying
When Puppeteer Clique enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

9.3 /10
$0.19
Stone Idol Trap

Stone Idol Trap

Instant — Trap

This spell costs less to cast for each attacking creature.
Create a 6/12 colorless Construct artifact creature token with trample. Exile it at the beginning of your next end step.

3.5 /10
$0.13
Storm Herald

Storm Herald

Creature — Human Shaman (3/2)

Haste
When Storm Herald enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.

4.8 /10
$0.10
RocketPowered Turbo Slug

Rocket-Powered Turbo Slug

Creature — Slug (3/1)

Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.))

10 /10
$0.72
Alchemists Gambit

Alchemist's Gambit

Sorcery

Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.

7.3 /10
$0.22
Chance for Glory

Chance for Glory

Instant

Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

7.7 /10
$1.01
Final Fortune

Final Fortune

Instant

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

9.4 /10
~$34
Intervention Pact

Intervention Pact

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay . If you don't, you lose the game.

5.2 /10
$5.42
Last Chance

Last Chance

Sorcery

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

8.5 /10
$7.02
Pact of Negation

Pact of Negation

Instant

Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.

9.9 /10
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