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Instill Energy (Masters Edition IV)

Instill Energy

Masters Edition IV — uncommon

Enchantment — Aura

Instill Energy (Masters Edition IV)

Rating:

8.74/10

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Cards like Instill Energy in Masters Edition IV:

Drop of Honey

Drop of Honey

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice Drop of Honey.

2.4 /10
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Fastbond

Fastbond

Enchantment

You may play any number of lands on each of your turns.
Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you.

10 /10
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Weakness

Weakness

Enchantment — Aura

Enchant creature
Enchanted creature gets -2/-1.

1.2 /10
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Gate to Phyrexia

Gate to Phyrexia

Enchantment

Sacrifice a creature: Destroy target artifact. Activate only during your upkeep and only once each turn.

5.3 /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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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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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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Living Lands

Living Lands

Enchantment

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

5.6 /10
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Lifeforce

Lifeforce

Enchantment

: Counter target black spell.

4.5 /10
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Serra Bestiary

Serra Bestiary

Enchantment — Aura

Enchant creature
At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay .
Enchanted creature can't attack or block, and its activated abilities with in their costs can't be activated.

0.2 /10
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Control Magic

Control Magic

Enchantment — Aura

Enchant creature
You control enchanted creature.

8.1 /10
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Goblin Firestarter

Goblin Firestarter

Creature — Goblin (1/1)

Sacrifice Goblin Firestarter: It deals 1 damage to any target. Activate only during your turn, before attackers are declared.

1.6 /10
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Island Sanctuary

Island Sanctuary

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

7 /10
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Scavenger Folk

Scavenger Folk

Creature — Human (1/1)

, , Sacrifice Scavenger Folk: Destroy target artifact.

2.3 /10
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Smoke

Smoke

Enchantment

Players can't untap more than one creature during their untap steps.

7.9 /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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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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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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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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