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Chill (Classic Sixth Edition)

Chill

Classic Sixth Edition — uncommon

Enchantment

Sets Chill has been printed in:

Chill (Classic Sixth Edition)

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Cards like Chill in Classic Sixth Edition:

Phantasmal Terrain

Phantasmal Terrain

Enchantment — Aura

Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.

2.4 /10
$0.09
Psychic Venom

Psychic Venom

Enchantment — Aura

Enchant land
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.

2 /10
$0.09
Warmth

Warmth

Enchantment

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

1.1 /10
$0.21
Enfeeblement

Enfeeblement

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature gets -2/-2.

1 /10
$0.10
Insight

Insight

Enchantment

Whenever an opponent casts a green spell, you draw a card.

6.7 /10
$1.46
Regeneration

Regeneration

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

5.6 /10
$0.11
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.

4.5 /10
$0.21
Blight

Blight

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it.

2.3 /10
$0.21
Browse

Browse

Enchantment

: Look at the top five cards of your library, put one of them into your hand, and exile the rest.

0.4 /10
$0.14
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
$0.22
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
$0.12
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.

3.5 /10
$0.27
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.

4.4 /10
$0.16
Flight

Flight

Enchantment — Aura

Enchant creature
Enchanted creature has flying.

3.1 /10
$0.18
Gaseous Form

Gaseous Form

Enchantment — Aura

Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.

2.3 /10
$0.11
Giant Strength

Giant Strength

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2.

2.4 /10
$0.11
Heros Resolve

Hero's Resolve

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+5.

3 /10
$0.12
Serenity

Serenity

Enchantment

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

2.3 /10
$6.36
Serras Blessing

Serra's Blessing

Enchantment

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

6.7 /10
$0.67
Tranquil Grove

Tranquil Grove

Enchantment

: Destroy all other enchantments.

3.6 /10
$1.05

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