Circle of Protection: White
Fifth Edition — common
Enchantment
Sets Circle of Protection: White has been printed in:
Fifth Edition — common
Enchantment
Sets Circle of Protection: White has been printed in:
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: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
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 red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment — Aura
Enchant creature
As Prismatic Ward enters the battlefield, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay .
Enchanted creature can't attack or block, and its activated abilities with in their costs can't be activated.
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
At the beginning of your upkeep, sacrifice Justice unless you pay .
Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.
Enchantment
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.
Enchantment — Aura
Enchant land
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
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.
Enchantment — Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.
Enchantment — Aura
Enchant land you control
Enchanted land has ", : Create a 0/1 white Caribou creature token."
Sacrifice a Caribou token: You gain 1 life.
Enchantment — Aura
Enchant creature you control
Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Creature — Human Cleric (1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
Enchantment — Aura
Enchant creature card in a graveyard
When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment — Aura
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
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