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Circle of Protection  Red (Ice Age)

Circle of Protection: Red

Ice Age — common

Enchantment

Circle of Protection  Red (Ice Age)

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Cards like Circle of Protection: Red in Ice Age:

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 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
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.

1.6 /10
$0.80
Call to Arms

Call to Arms

Enchantment

As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.

0.9 /10
$0.67
Hallowed Ground

Hallowed Ground

Enchantment

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

0.8 /10
$0.21
Fylgja

Fylgja

Enchantment — Aura

Enchant creature
Fylgja enters the battlefield with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
: Put a healing counter on Fylgja.

1 /10
$0.07
Hot Springs

Hot Springs

Enchantment — Aura

Enchant land you control
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."

0.3 /10
$0.91
Wings of Aesthir

Wings of Aesthir

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+0 and has flying and first strike.

1 /10
$0.22
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
Ghostly Flame

Ghostly Flame

Enchantment

Black and/or red permanents and spells are colorless sources of damage.

0.5 /10
$0.23
Justice

Justice

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.

1.7 /10
$0.21
Cold Snap

Cold Snap

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.)
At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.

0.3 /10
$0.17
LimDls Hex

Lim-Dûl's Hex

Enchantment

At the beginning of your upkeep, for each player, Lim-Dûl's Hex deals 1 damage to that player unless they pay or .

5.1 /10
$0.39
Seizures

Seizures

Enchantment — Aura

Enchant creature
Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays .

2.3 /10
$0.23
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
Cloak of Confusion

Cloak of Confusion

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.

1.4 /10
$0.12
Cooperation

Cooperation

Enchantment — Aura

Enchant creature
Enchanted creature has banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

2.6 /10
$0.11

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