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Hero s Resolve (Classic Sixth Edition)

Hero's Resolve

Classic Sixth Edition — common

Enchantment — Aura

Sets Hero's Resolve has been printed in:

Hero s Resolve (Classic Sixth Edition)

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Rating:

2.97/10

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Cards like Hero's Resolve in Classic Sixth Edition:

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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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
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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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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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Warmth

Warmth

Enchantment

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

1.2 /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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Giant Strength

Giant Strength

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2.

2.3 /10
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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
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
Spirit Link

Spirit Link

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.

8.4 /10
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Animate Wall

Animate Wall

Enchantment — Aura

Enchant Wall
Enchanted Wall can attack as though it didn't have defender.

3.1 /10
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Blight

Blight

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it.

2.3 /10
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Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

4.2 /10
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Kismet

Kismet

Enchantment

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

7 /10
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Light of Day

Light of Day

Enchantment

Black creatures can't attack or block.

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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
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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
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Tranquil Grove

Tranquil Grove

Enchantment

: Destroy all other enchantments.

3.6 /10
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