Collective Restraint
Invasion — rare
Enchantment
Sets Collective Restraint has been printed in:
Invasion — rare
Enchantment
Sets Collective Restraint has been printed in:
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Whenever a creature or land becomes tapped, put an hourglass counter on it.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Enchantment — Aura
Enchant creature
As Traveler's Cloak enters the battlefield, choose a land type.
When Traveler's Cloak enters the battlefield, draw a card.
Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
Enchantment
Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the highest mana value may change the target or targets. If two or more cards are tied for highest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle.
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then Collapsing Borders deals 3 damage to that player.
Enchantment — Aura
Enchant creature
Domain — Enchanted creature gets -1/-1 for each basic land type among lands you control.
Enchantment — Aura
Enchant creature
Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
Enchantment
As Teferi's Moat enters the battlefield, choose a color.
Creatures of the chosen color without flying can't attack you.
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."
Enchantment
Your opponents play with their hands revealed.
Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
Enchantment
At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
Enchantment
If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.
Enchantment
Whenever a player casts a creature spell, destroy all Reflections. Then that player creates an X/X white Reflection creature token, where X is the mana value of that spell.
Enchantment
Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.
Enchantment
Whenever a land enters the battlefield, tap all lands its controller controls.
Enchantment
You can't cast more than one spell each turn.
You may play lands and cast spells from your graveyard.
If a card would be put into your graveyard from anywhere, exile it instead.
Enchantment
At the beginning of your upkeep, discard a card at random. If you discard a creature card this way, return it from your graveyard to the battlefield unless any player pays 5 life.
Enchantment
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
Enchantment
Whenever a creature with power 4 or greater enters the battlefield, its controller draws a card.
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