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"Find me cards equivalent to: Signature Slam"

Equivalent cards (green instants, pump/give damage using modified/creature) include:

Signature Slam

  • Example searched card.

Similar cards:

  • Ram Through: Instant, G; Target creature you control deals damage equal to its power to target creature you don't control. If the creature has trample, excess damage goes to opponent.
  • Blossoming Defense: Instant, G; Target creature gets +2/+2 and hexproof until end of turn. (Pump, but no fight aspect.)
  • Inscription of Abundance: Instant, 1G; Puts counters or fights or gains life.
  • Ride the Avalanche: Instant, GU; Next spell can be cast as though it had flash (This is less related but in color.)
  • Return to Nature: Doesn't fit requirements, listed for reference.

Best match for both counter and damaging:
Ram Through and Inscription of Abundance.
They fit the color, instant speed, and combat/damage interaction with counters or fighting.

Found Cards

5 Results

Blossoming Defense

Inscription of Abundance

Ram Through

Return to Nature

Ride the Avalanche

Blossoming Defense #167 Instant

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 1
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.37 USD 0.25 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool / 0.15 USD 0.15 USD
    Cardmarket 0.17 EUR / 0.27 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

    Inscription of Abundance #303 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Fight Kicker

    Rules

  • If any targets become illegal, the other targets will still be affected as appropriate.
  • If either target creature is an illegal target as Inscription of Abundance resolves with its last mode chosen, no creature will deal or be dealt damage.
  • If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
  • If the second mode is chosen and each creature the target player controls has negative power, that player doesn't gain or lose life.
  • If you kick Inscription of Abundance, you can't choose any one mode more than once.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer 0.27 USD
    Cardmarket 0.3 EUR
    Cardkingdom 0.59 USD
    Manapool 0.31 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.

    Ram Through #105 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Excess damage caused by a spell or ability is similar to how combat damage from a creature with trample is handled. Start with the amount of damage being dealt to the creature and determine what is “lethal.” This is the creature’s toughness minus the amount of damage that it already has marked on it, but ignoring any replacement or prevention effects that will modify this damage. Also ignore whether the creature has an ability such as indestructible that will result in it not being destroyed by this damage.
  • If either creature is an illegal target as Ram Through tries to resolve, the creature you control won’t deal damage to any creature or player.
  • If the target creature you control has deathtouch, 1 damage from it is lethal.
  • Once you’ve determined how much damage is excess, the creature you control simultaneously deals damage to the creature and to its controller. This damage may be modified by replacement or prevention effects.
  • Prices

    Seller Price
    Manapool 0.6 USD
    Cardmarket 0.4 EUR
    Tcgplayer 0.48 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.

    Return to Nature #197 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.35 EUR 0.09 EUR
    Tcgplayer / 0.39 USD 0.27 USD
    Manapool / 0.36 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — •Destroytarget artifact. •Destroytarget enchantment. • Exile target card from a graveyard.

    Ride the Avalanche #325 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Casting Ride the Avalanche doesn't require a target. As you put the delayed triggered ability on the stack after casting your next spell, you choose the target creature, if any.
  • Prices

    Seller Price
    Tcgplayer 0.43 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.51 EUR
    Manapool 0.29 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    The next spell you cast this turn can be cast as though it had flash. When you next cast a spell this turn, put X +1/+1 counters on up to one target creature, where X is the mana value of that spell.