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Call to Arms (Ice Age)

Call to Arms

Ice Age — rare

Enchantment

Sets Call to Arms has been printed in:

Call to Arms (Ice Age)

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Cards like Call to Arms in Ice Age:

Prismatic Ward

Prismatic Ward

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.

2.1 /10
$0.10
Energy Storm

Energy Storm

Enchantment

Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controllers' untap steps.

1.5 /10
$0.85
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
$0.09
Hallowed Ground

Hallowed Ground

Enchantment

: Return target nonsnow land you control to its owner's hand.

0.8 /10
$0.21
Illusionary Terrain

Illusionary Terrain

Enchantment

Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
As Illusionary Terrain enters the battlefield, choose two basic land types.
Basic lands of the first chosen type are the second chosen type.

2.3 /10
$0.25
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
$0.15
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
$0.16
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
$0.10
Circle of Protection Red

Circle of Protection: Red

Enchantment

: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

3.7 /10
$0.16
White Scarab

White Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by white creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.

2.6 /10
$0.28
Fear

Fear

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

4.9 /10
$0.14
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
$0.07
Black Scarab

Black Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.

2.7 /10
$0.22
Blue Scarab

Blue Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by blue creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent.

2.6 /10
$0.26
Chromatic Armor

Chromatic Armor

Enchantment — Aura

Enchant creature
As Chromatic Armor enters the battlefield, choose a color.
Chromatic Armor enters the battlefield with a sleight counter on it.
Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color.
: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.

1.9 /10
$1.04
Green Scarab

Green Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.

2.4 /10
$0.23
Icy Prison

Icy Prison

Enchantment

When Icy Prison enters the battlefield, exile target creature.
At the beginning of your upkeep, sacrifice Icy Prison unless any player pays .
When Icy Prison leaves the battlefield, return the exiled card to the battlefield under its owner's control.

1.4 /10
$0.30
Red Scarab

Red Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.

2.4 /10
$0.26
Dance of the Dead

Dance of the Dead

Enchantment — Aura

Enchant creature card in a graveyard
When Dance of the 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 Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.

9.4 /10
~$16
Leshracs Sigil

Leshrac's Sigil

Enchantment

Whenever an opponent casts a green spell, you may pay . If you do, look at that player's hand and choose a card from it. The player discards that card.
: Return Leshrac's Sigil to its owner's hand.

5.8 /10
$0.29

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