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Insight (Classic Sixth Edition)

Insight

Classic Sixth Edition — uncommon

Enchantment

Sets Insight has been printed in:

Insight (Classic Sixth Edition)

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Rating:

6.72/10

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Cards like Insight in Classic Sixth Edition:

Chill

Chill

Enchantment

Red spells cost more to cast.

3.6 /10
$0.38
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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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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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
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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
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
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
Warmth

Warmth

Enchantment

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

1.1 /10
$0.21
Rowen

Rowen

Enchantment

Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.

4.6 /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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Celestial Dawn

Celestial Dawn

Enchantment

Lands you control are Plains.
Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

5.7 /10
$0.53
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
Dense Foliage

Dense Foliage

Enchantment

Creatures can't be the targets of spells.

4.1 /10
$0.64
Greed

Greed

Enchantment

, Pay 2 life: Draw a card.

9.6 /10
$1.07
Kismet

Kismet

Enchantment

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

7 /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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Blight

Blight

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it.

2.3 /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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Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

4.2 /10
$0.22
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

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