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Cards similar to Lifeblood (400)

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Glory Bearers

Glory Bearers

Enchantment Creature — Human Cleric (3/4)

Whenever another creature you control attacks, it gets +0/+1 until end of turn.

2.4 /10
$0.01
GoldenTail Disciple

Golden-Tail Disciple

Enchantment Creature — Fox Monk (2/3)

Lifelink

4.5 /10
$0.03
Hallowed Haunting

Hallowed Haunting

Enchantment

As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."

9.1 /10
$9.64
Harvestguard Alseids

Harvestguard Alseids

Enchantment Creature — Nymph (2/3)

Constellation — Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.

4.9 /10
$0.04
Historians Boon

Historian's Boon

Enchantment

Whenever Historian's Boon or another nontoken enchantment enters the battlefield under your control, create a 1/1 white Soldier creature token.
Whenever the final chapter ability of a Saga you control triggers, create a 4/4 white Angel creature token with flying and vigilance.

8.1 /10
$1.85
Imperial Mask

Imperial Mask

Enchantment

When Imperial Mask enters the battlefield, if it's not a token, each of your teammates creates a token that's a copy of Imperial Mask.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

1.8 /10
$0.31
Invasion of Belenon  Belenon War Anthem

Invasion of Belenon // Belenon War Anthem

Battle — Siege // Enchantment

(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Belenon enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.

Belenon War Anthem

Creatures you control get +1/+1.

5.8 /10
$0.05
Justice

Justice

Enchantment

At the beginning of your upkeep, sacrifice Justice unless you pay .
Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.

1.7 /10
$0.20
Leyline of Sanctity

Leyline of Sanctity

Enchantment

If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

7.6 /10
$1.20
Lightmine Field

Lightmine Field

Enchantment

Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.

6.5 /10
$2.98
Love Song of Night and Day

Love Song of Night and Day

Enchantment — Saga

Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.

7.8 /10
$0.05
Mangaras Equity

Mangara's Equity

Enchantment

As Mangara's Equity enters the battlefield, choose black or red.
At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay .
Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature.

0.5 /10
$0.17
Might of the Ancestors

Might of the Ancestors

Enchantment

At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.

4 /10
$0.02
Mystic Barrier

Mystic Barrier

Enchantment

When Mystic Barrier enters the battlefield or at the beginning of your upkeep, choose left or right.
Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.

6.2 /10
$1.50
Noble Steeds

Noble Steeds

Enchantment

: Target creature gains first strike until end of turn.

1.2 /10
$0.17
Null Chamber

Null Chamber

World Enchantment

As Null Chamber enters the battlefield, you and an opponent each choose a card name other than a basic land card name.
Spells with the chosen names can't be cast and lands with the chosen names can't be played.

1.6 /10
$1.73
Presence of the Master

Presence of the Master

Enchantment

Whenever a player casts an enchantment spell, counter it.

1.8 /10
$9.05
Promise of Tomorrow

Promise of Tomorrow

Enchantment

Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice Promise of Tomorrow and return all cards exiled with it to the battlefield under your control.

6 /10
$0.11
Pure Reflection

Pure Reflection

Enchantment

Whenever a player casts a creature spell, destroy all Reflections. Then that player creates an X/X white Reflection creature token, where X is the mana value of that spell.

2.3 /10
$0.32
Rabble Rousing

Rabble Rousing

Enchantment

Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.

9.4 /10
$0.74
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