Mana Vortex
Masters Edition III — rare
Enchantment
Sets Mana Vortex has been printed in:
Masters Edition III — rare
Enchantment
Sets Mana Vortex 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 .
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.
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.
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."
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.
World Enchantment
Whenever a player casts a spell, counter it unless that player pays .
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2 and can't be the target of spells.
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
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.
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
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.
Enchantment — Aura
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
Prevent all combat damage that would be dealt by enchanted creature.
Creature — Starfish (0/1)
: Regenerate Spiny Starfish.
At the beginning of each end step, if Spiny Starfish regenerated this turn, create a 0/1 blue Starfish creature token for each time it regenerated this turn.
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.
Creature — Human Soldier (3/3)
Wu Warship can't attack unless defending player controls an Island.
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.
Creature — Merfolk Scout (2/4)
, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
Creature — Minotaur (1/4)
Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step.
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