Solitary Confinement
Judgment — rare
Enchantment
Sets Solitary Confinement has been printed in:
Judgment — rare
Enchantment
Sets Solitary Confinement has been printed in:
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At the beginning of your upkeep, if you have 50 or more life, you win the game.
Enchantment
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player casts a spell, that player flips a coin. If they lose the flip, counter that spell.
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Enchantment
Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
Enchantment
Whenever a Bird is put into your graveyard from the battlefield, put a feather counter on Soulcatchers' Aerie.
Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.
Enchantment — Aura
Enchant creature
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and can't attack.
Creature — Human Cleric (1/3)
: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
Creature — Antelope (1/1)
Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn.
Enchantment
Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
Enchantment — Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, create a 3/3 green Elephant creature token.
Creature — Djinn (4/5)
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/-1.
When enchanted creature dies, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to the battlefield attached to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
Creature — Spirit Nomad (0/0)
Phantom Nomad enters the battlefield with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
Creature — Incarnation (2/2)
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.
Creature — Frog Beast (3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.
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