Stronghold Discipline
Nemesis — common
Sorcery
Stronghold Discipline rulings:
There are no rulings for Stronghold Discipline.
Nemesis — common
Sorcery
Stronghold Discipline rulings:
There are no rulings for Stronghold Discipline.
TCGPlayer low price:
Buy now! ▶Instant
Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)
Creature — Human Cleric (2/2)
: Each player loses 1 life for each Swamp they control.
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
Creature — Horror (2/4)
When Netherborn Phalanx enters the battlefield, each opponent loses 1 life for each creature they control.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked unless defending player pays for each creature they control that's blocking it.
Creature — Vampire (5/5)
Flying, trample
At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way.
Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant.
Legendary Creature — Elf Noble (3/3)
Secret council — When Elrond of the White Council enters the battlefield, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.
Instant
Each player may exile any number of cards from their graveyard. Then each player loses 1 life for each card in their graveyard.
Draw a card.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Blue creatures can't block creatures you control.
Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature they control.
Creature — Dragon (4/5)
Flying
Whenever a player casts an instant or sorcery spell that targets only Mirrorwing Dragon, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Sorcery
For each player, choose friend or foe. Each friend puts a +1/+1 counter on each creature they control. Each foe chooses one untapped creature they control, then taps the rest.
Creature — Zombie Cleric (1/1)
: Each player loses 1 life for each Zombie on the battlefield.
Legendary Artifact Creature — Dalek (6/6)
Affinity for Daleks (This spell costs less to cast for each Dalek you control.)
Other Daleks you control have haste.
At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature they control, or you create a 3/3 black Dalek artifact creature token with menace.
Sorcery
For each player, choose friend or foe. Each friend returns a creature card from their graveyard to their hand. Each foe sacrifices a creature they control.
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
Creature — Ogre Warrior (4/6)
At the beginning of your end step, each player loses 4 life unless they sacrifice a nontoken creature.
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
Enchantment — Aura
Enchant black creature
Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
When enchanted creature dies, its controller loses 2 life.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.