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Guild Feud (Return to Ravnica)

Guild Feud

Return to Ravnica — rare

Enchantment

Sets Guild Feud has been printed in:

Guild Feud (Return to Ravnica)

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Cards like Guild Feud in Return to Ravnica:

Conjured Currency

Conjured Currency

Enchantment

At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own nor control.

5.2 /10
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Search the City

Search the City

Enchantment

When Search the City enters the battlefield, exile the top five cards of your library.
Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.

0.4 /10
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Pyroconvergence

Pyroconvergence

Enchantment

Whenever you cast a multicolored spell, Pyroconvergence deals 2 damage to any target.

2.7 /10
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Havoc Festival

Havoc Festival

Enchantment

Players can't gain life.
At the beginning of each player's upkeep, that player loses half their life, rounded up.

7.7 /10
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Grave Betrayal

Grave Betrayal

Enchantment

Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.

8.9 /10
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Martial Law

Martial Law

Enchantment

At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

4.8 /10
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Mana Bloom

Mana Bloom

Enchantment

Mana Bloom enters the battlefield with X charge counters on it.
Remove a charge counter from Mana Bloom: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if Mana Bloom has no charge counters on it, return it to its owner's hand.

7.1 /10
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Sphere of Safety

Sphere of Safety

Enchantment

Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.

9.8 /10
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Righteous Authority

Righteous Authority

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+1 for each card in its controller's hand.
At the beginning of the draw step of enchanted creature's controller, that player draws an additional card.

6.9 /10
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Growing Ranks

Growing Ranks

Enchantment

At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)

8.9 /10
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Deaths Presence

Death's Presence

Enchantment

Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.

9 /10
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Knightly Valor

Knightly Valor

Enchantment — Aura

Enchant creature
When Knightly Valor enters the battlefield, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.

5.4 /10
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Racecourse Fury

Racecourse Fury

Enchantment — Aura

Enchant land
Enchanted land has ": Target creature gains haste until end of turn."

3.1 /10
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Collective Blessing

Collective Blessing

Enchantment

Creatures you control get +3/+3.

7.9 /10
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Pursuit of Flight

Pursuit of Flight

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2 and has ": This creature gains flying until end of turn."

1.1 /10
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Azors Elocutors

Azor's Elocutors

Creature — Human Advisor (3/5)

At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.
Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.

7.5 /10
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Batterhorn

Batterhorn

Creature — Beast (4/3)

When Batterhorn enters the battlefield, you may destroy target artifact.

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Chaos Imps

Chaos Imps

Creature — Imp (6/5)

Flying
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
Chaos Imps has trample as long as it has a +1/+1 counter on it.

3.6 /10
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Detention Sphere

Detention Sphere

Enchantment

When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

8 /10
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Angel of Serenity

Angel of Serenity

Creature — Angel (5/6)

Flying
When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.

9.1 /10
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