Testament of Faith
Odyssey — uncommon
Enchantment
Sets Testament of Faith has been printed in:
Odyssey — uncommon
Enchantment
Sets Testament of Faith has been printed in:
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: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.
Enchantment
: Still Life becomes a 4/3 Centaur creature in addition to its other types until end of turn.
Enchantment
Sacrifice a land: Target creature gains haste until end of turn.
Enchantment
White creatures get +1/+1.
Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Threshold — Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.)
Enchantment — Aura
Enchant land
Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
Enchantment
Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.
Enchantment
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward.
Sacrifice Tattoo Ward: Destroy target enchantment.
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay .
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
Creature — Human Cleric (1/2)
, : Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
Creature — Human Nomad (1/1)
Discard a card: Tireless Tribe gets +0/+4 until end of turn.
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