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Control Magic (Masters Edition IV)
Control Magic (Masters Edition IV)

Rating:

8.11/10

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Cards like Control Magic in Masters Edition IV:

Animate Artifact

Animate Artifact

Enchantment — Aura

Enchant artifact
As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.

2 /10
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Mystic Decree

Mystic Decree

World Enchantment

All creatures lose flying and islandwalk.

2.4 /10
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Energy Flux

Energy Flux

Enchantment

All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."

6.1 /10
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In the Eye of Chaos

In the Eye of Chaos

World Enchantment

Whenever a player casts an instant spell, counter it unless that player pays , where X is its mana value.

3.4 /10
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Goblin Caves

Goblin Caves

Enchantment — Aura

Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.

4.9 /10
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Goblin Shrine

Goblin Shrine

Enchantment — Aura

Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0.
When Goblin Shrine leaves the battlefield, it deals 1 damage to each Goblin creature.

3.4 /10
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Kudzu

Kudzu

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it. That land's controller may attach Kudzu to a land of their choice.

2.2 /10
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Angelic Voices

Angelic Voices

Enchantment

Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.

2.1 /10
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Kismet

Kismet

Enchantment

Artifacts, creatures, and lands your opponents control enter the battlefield tapped.

7 /10
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Phantasmal Terrain

Phantasmal Terrain

Enchantment — Aura

Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.

2.4 /10
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Power Artifact

Power Artifact

Enchantment — Aura

Enchant artifact
Enchanted artifact's activated abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

7.1 /10
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Copy Artifact

Copy Artifact

Enchantment

You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.

8.5 /10
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Cyclone

Cyclone

Enchantment

At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.

2 /10
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Gloom

Gloom

Enchantment

White spells cost more to cast.
Activated abilities of white enchantments cost more to activate.

2.3 /10
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Goblin Warrens

Goblin Warrens

Enchantment

, Sacrifice two Goblins: Create three 1/1 red Goblin creature tokens.

6 /10
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Living Lands

Living Lands

Enchantment

All Forests are 1/1 creatures that are still lands.

5.6 /10
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Serra Aviary

Serra Aviary

World Enchantment

Creatures with flying get +1/+1.

3.2 /10
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Titanias Song

Titania's Song

Enchantment

Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its mana value. If Titania's Song leaves the battlefield, this effect continues until end of turn.

5.7 /10
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Conversion

Conversion

Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay .
All Mountains are Plains.

1.7 /10
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Lich

Lich

Enchantment

As Lich enters the battlefield, you lose life equal to your life total.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When Lich is put into a graveyard from the battlefield, you lose the game.

4.2 /10
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