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Celestial Dawn (Classic Sixth Edition)

Celestial Dawn

Classic Sixth Edition — rare

Enchantment

Sets Celestial Dawn has been printed in:

Celestial Dawn (Classic Sixth Edition)

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Cards like Celestial Dawn in Classic Sixth Edition:

Kismet

Kismet

Enchantment

Artifacts, creatures, and lands your opponents control enter the battlefield tapped.

7 /10
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Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

4.3 /10
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Circle of Protection White

Circle of Protection: White

Enchantment

: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

4.5 /10
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Serras Blessing

Serra's Blessing

Enchantment

Creatures you control have vigilance. (Attacking doesn't cause them to tap.)

6.7 /10
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Circle of Protection Black

Circle of Protection: Black

Enchantment

: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

3.6 /10
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Circle of Protection Blue

Circle of Protection: Blue

Enchantment

: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

3.2 /10
$0.11
Circle of Protection Green

Circle of Protection: Green

Enchantment

: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

3.6 /10
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Divine Transformation

Divine Transformation

Enchantment — Aura

Enchant creature
Enchanted creature gets +3/+3.

1.6 /10
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Heros Resolve

Hero's Resolve

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+5.

3 /10
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Light of Day

Light of Day

Enchantment

Black creatures can't attack or block.

3.5 /10
$0.13
Serenity

Serenity

Enchantment

At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.

2.3 /10
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Warmth

Warmth

Enchantment

Whenever an opponent casts a red spell, you gain 2 life.

1.2 /10
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Pestilence

Pestilence

Enchantment

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.
: Pestilence deals 1 damage to each creature and each player.

8.6 /10
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Abduction

Abduction

Enchantment — Aura

Enchant creature
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.

4.6 /10
$0.22
Hecatomb

Hecatomb

Enchantment

When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice four creatures.
Tap an untapped Swamp you control: Hecatomb deals 1 damage to any target.

3.3 /10
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Living Lands

Living Lands

Enchantment

All Forests are 1/1 creatures that are still lands.

5.6 /10
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Zurs Weirding

Zur's Weirding

Enchantment

Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

6.2 /10
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Call of the Wild

Call of the Wild

Enchantment

: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.

4.1 /10
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Manabarbs

Manabarbs

Enchantment

Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

9.3 /10
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Aether Flash

Aether Flash

Enchantment

Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.

7 /10
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