Psychic Venom
Classic Sixth Edition — common
Enchantment — Aura
Sets Psychic Venom has been printed in:
Classic Sixth Edition — common
Enchantment — Aura
Sets Psychic Venom has been printed in:
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Buy now! ▶Enchantment — Aura
Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
Enchantment — Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
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.)
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.
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.
Artifact
Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
Enchantment
: Look at the top five cards of your library, put one of them into your hand, and exile the rest.
Enchantment
Creatures you control have vigilance. (Attacking doesn't cause them to tap.)
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