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Living Lands (Masters Edition IV)

Living Lands

Masters Edition IV — rare

Enchantment

Living Lands (Masters Edition IV)

Rating:

5.63/10

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Cards like Living Lands in Masters Edition IV:

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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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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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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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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Kismet

Kismet

Enchantment

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

7 /10
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Mystic Decree

Mystic Decree

World Enchantment

All creatures lose flying and islandwalk.

2.4 /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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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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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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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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Serra Aviary

Serra Aviary

World Enchantment

Creatures with flying get +1/+1.

3.2 /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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Control Magic

Control Magic

Enchantment — Aura

Enchant creature
You control enchanted creature.

8.1 /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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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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Instill Energy

Instill Energy

Enchantment — Aura

Enchant creature
Enchanted creature can attack as though it had haste.
: Untap enchanted creature. Activate only during your turn and only once each turn.

8.7 /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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