Spectral Shield
Ice Age — uncommon
Enchantment — Aura
Spectral Shield rulings:
2009-10-01: The enchanted creature can still be the target of abilities.
Ice Age — uncommon
Enchantment — Aura
Spectral Shield rulings:
2009-10-01: The enchanted creature can still be the target of abilities.
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Buy now! ▶Enchantment — Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
Enchantment — Aura
Flash
Enchant creature you control
When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white.
Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)
Instant
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Enchantment — Aura
Flash
Enchant creature you control
When Starlit Mantle enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it.
Equip
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Creature — Human Wizard (2/1)
You may choose not to untap Ghosthelm Courier during your untap step.
, : Target Wizard creature gets +2/+2 and has shroud for as long as Ghosthelm Courier remains tapped. (It can't be the target of spells or abilities.)
Artifact — Equipment
When Giant's Amulet enters the battlefield, you may pay . If you do, create a 4/4 blue Giant Wizard creature token, then attach Giant's Amulet to it.
Equipped creature gets +0/+1 and has "This creature has hexproof as long as it's untapped." (It can't be the target of spells or abilities your opponents control.)
Equip
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Creature — Kraken (4/8)
Shroud (This creature can't be the target of spells or abilities.)
Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it.
Artifact — Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
Creature — Mongoose (1/1)
Shroud (This creature can't be the target of spells or abilities.)
Threshold — Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard.
Enchantment — Aura
Enchant creature
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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