Call to Arms
Masters Edition III — uncommon
Enchantment
Sets Call to Arms has been printed in:
Masters Edition III — uncommon
Enchantment
Sets Call to Arms has been printed in:
Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature.
When Dance of Many leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea's Touch: Add .
Enchantment
Divine Intervention enters the battlefield with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
When you remove the last intervention counter from Divine Intervention, the game is a draw.
Enchantment — Aura
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
Enchantment
If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land.
Creature — Kithkin (1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2 and can't be the target of spells.
Enchantment
When you cast this spell, counter it unless you sacrifice a land.
At the beginning of each player's upkeep, that player sacrifices a land.
When there are no lands on the battlefield, sacrifice Mana Vortex.
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Enchantment — Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature dies, that creature's controller chooses a creature that Takklemaggot could enchant. If the player does, return Takklemaggot to the battlefield under your control attached to that creature. If they don't, return Takklemaggot to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, Takklemaggot deals 1 damage to that player."
Creature — Giant Cleric (3/3)
Protection from red
Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent.
World Enchantment
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
World Enchantment
Whenever a player casts a spell, counter it unless that player pays .
Enchantment
Whenever a permanent becomes tapped, put a wind counter on it.
If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead.
World Enchantment
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in their hand.
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