Advanced card search Random card
Handcuffs (Unglued)

Handcuffs

Unglued — uncommon

Enchantment

Sets Handcuffs has been printed in:

Handcuffs (Unglued)

TCGPlayer low price:

$0.33

Buy now! ▶

Loading price data
Loading

Rating:

10/10

Rate This:

Cards like Handcuffs in Unglued:

Volraths Motion Sensor

Volrath's Motion Sensor

Enchantment — Aura

Enchant player
As Volrath's Motion Sensor enters the battlefield, choose one of enchanted player's hands. That player balances Volrath's Motion Sensor on the back of that hand.
When Volrath's Motion Sensor falls off the chosen hand, sacrifice Volrath's Motion Sensor and enchanted player loses 3 life.

10 /10
$0.34
Burning Cinder Fury of Crimson Chaos Fire

Burning Cinder Fury of Crimson Chaos Fire

Enchantment

Whenever any player taps a permanent, that player chooses one of their opponents. The chosen player gains control of that permanent at the beginning of the next end step.
At the beginning of each player's end step, if that player didn't tap any nonland permanents that turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player.

10 /10
$1.10
FreeforAll

Free-for-All

Enchantment

When Free-for-All enters the battlefield, exile all creatures face down.
At the beginning of each player's upkeep, that player chooses a card exiled with Free-for-All at random and puts it onto the battlefield.
When Free-for-All leaves the battlefield, put all cards exiled with it into their owners' graveyards.

10 /10
$1.19
Bureaucracy

Bureaucracy

Enchantment

Pursuant to subsection 3.1(4) of Richard's Rules of Order, at the beginning of the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.
When any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards their complement of cards in hand (hereafter known as "HAND").

10 /10
$0.84
Common Courtesy

Common Courtesy

Enchantment

Whenever a player casts a spell without asking your permission while casting it, counter that spell.
When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice Common Courtesy.

10 /10
$0.40
Mine Mine Mine

Mine, Mine, Mine!

Enchantment

When Mine, Mine, Mine! enters the battlefield, each player puts their library into their hand.
Players have no maximum hand size and don't lose the game for drawing from an empty library.
Each player can't cast more than one spell each turn.
When Mine, Mine, Mine! leaves the battlefield, each player shuffles their hand and graveyard into their library.

10 /10
$1.09
The Cheese Stands Alone

The Cheese Stands Alone

Enchantment

When you control no permanents other than The Cheese Stands Alone and have no cards in hand, you win the game.

10 /10
$4.06
Ow

Ow

Enchantment

Whenever a creature deals damage to a player, that player may say "Ow" once for each permanent named Ow. If the player doesn't, Ow deals 1 damage to them.

10 /10
$0.69
Cardboard Carapace

Cardboard Carapace

Enchantment — Aura

Enchant creature
For each other card named Cardboard Carapace you have with you outside the game, enchanted creature gets +1/+1.

10 /10
$1.59
Charm School

Charm School

Enchantment

As Charm School enters the battlefield, choose a color and balance Charm School on your head.
Prevent all damage that would be dealt to you by sources of the chosen color.
When Charm School falls off your head, sacrifice Charm School.

10 /10
$0.33
Censorship

Censorship

Enchantment

As Censorship enters the battlefield, choose a word.
Whenever a player says the chosen word, Censorship deals 2 damage to that player.

10 /10
$1.60
Deadhead

Deadhead

Creature — Zombie (3/3)

: Return Deadhead from your graveyard to the battlefield. Activate only if an opponent isn't touching their hand (of cards).

10 /10
$0.20
Checks and Balances

Checks and Balances

Enchantment

Cast this spell only if there are three or more players in the game.
Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.

10 /10
$0.28
Im Rubber Youre Glue

I'm Rubber, You're Glue

Enchantment

When you speak in non-rhyming sentences, sacrifice I'm Rubber, You're Glue.
Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Change the target of target spell or ability that targets only you.

10 /10
$0.95
Sorry

Sorry

Enchantment

Before any player casts a spell with the same name as a card in any graveyard, that player may say "sorry." If they don't, any other player may say "sorry" as the spell is being cast. When another player says "sorry" this way, counter the spell.
Whenever a player says "sorry" at any other time, Sorry deals 2 damage to that player.

10 /10
$0.25
Temp of the Damned

Temp of the Damned

Creature — Zombie (3/3)

As Temp of the Damned enters the battlefield, roll a six-sided die. Temp of the Damned enters the battlefield with a number of funk counters on it equal to the result.
At the beginning of your upkeep, remove a funk counter from Temp of the Damned. If you can't, sacrifice it.

10 /10
$0.21
Psychic Network

Psychic Network

Enchantment

Each player plays with the top card of their library held against their forehead, revealed to each other player.

10 /10
$0.92
Ricochet

Ricochet

Enchantment

Whenever a player casts a spell that targets a single player, each player rolls a six-sided die. Change the target of that spell to the player with the lowest result. Reroll to break ties, if necessary.

10 /10
$0.42
Elvish Impersonators

Elvish Impersonators

Creature — Elves (0/0)

As Elvish Impersonators enters the battlefield, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result.

10 /10
$0.19
Jumbo Imp

Jumbo Imp

Creature — Imp (0/0)

Flying
As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result.
At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result.
At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result.

10 /10
$0.32

© 2024 MTG Assist • DiabolicTutor.comLorcanaBorn.comTerms of Use / Privacy PolicyContact 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.