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Warmth (Classic Sixth Edition)

Warmth

Classic Sixth Edition — uncommon

Enchantment

Sets Warmth has been printed in:

Warmth (Classic Sixth Edition)

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1.14/10

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Cards like Warmth in Classic Sixth Edition:

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
Heros Resolve

Hero's Resolve

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+5.

3 /10
$0.11
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
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.

8.5 /10
$0.34
Chill

Chill

Enchantment

Red spells cost more to cast.

3.6 /10
$0.38
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
Kismet

Kismet

Enchantment

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

7 /10
$0.65
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
Animate Wall

Animate Wall

Enchantment — Aura

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

3.1 /10
$0.33
Blight

Blight

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it.

2.3 /10
$0.21
Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

4.2 /10
$0.22
Divine Transformation

Divine Transformation

Enchantment — Aura

Enchant creature
Enchanted creature gets +3/+3.

1.6 /10
$0.24
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
Giant Strength

Giant Strength

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2.

2.4 /10
$0.15
Light of Day

Light of Day

Enchantment

Black creatures can't attack or block.

3.5 /10
$0.14
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

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