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Cards similar to Sunbond (400)

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Empyrial Armor

Empyrial Armor

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.

5.7 /10
$0.22
Entangler

Entangler

Enchantment — Aura

Enchant creature
Enchanted creature can block any number of creatures.

5.9 /10
$1.46
Equipoise

Equipoise

Enchantment

At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)

3.3 /10
$1.84
Faith Unbroken

Faith Unbroken

Enchantment — Aura

Enchant creature you control
When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield.
Enchanted creature gets +2/+2.

7 /10
$0.09
First Response

First Response

Enchantment

At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.

5.2 /10
$0.04
Fog on the BarrowDowns

Fog on the Barrow-Downs

Enchantment — Aura

Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)

4.5 /10
$0.03
Gideons Resolve

Gideon's Resolve

Enchantment

When Gideon's Resolve enters the battlefield, you may search your library and/or graveyard for a card named Gideon, Martial Paragon, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creatures you control get +1/+1.

3 /10
$0.16
Gift of Immortality

Gift of Immortality

Enchantment — Aura

Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.

9.4 /10
$4.60
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
Guardian Zendikon

Guardian Zendikon

Enchantment — Aura

Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.

3.1 /10
$0.05
Guardians Magemark

Guardian's Magemark

Enchantment — Aura

Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.

3.2 /10
$0.16
Happily Ever After

Happily Ever After

Enchantment

When Happily Ever After enters the battlefield, each player gains 5 life and draws a card.
At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.

5.8 /10
$0.14
Heart of Light

Heart of Light

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.

2 /10
$0.16
Heliod God of the Sun

Heliod, God of the Sun

Legendary Enchantment Creature — God (5/6)

Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.

8.9 /10
$0.84
Heliod the Radiant Dawn  Heliod the Warped Eclipse

Heliod, the Radiant Dawn // Heliod, the Warped Eclipse

Legendary Enchantment Creature — God // Legendary Enchantmen (4/4)

When Heliod, the Radiant Dawn enters the battlefield, return target enchantment card that isn't a God from your graveyard to your hand.
: Transform Heliod, the Radiant Dawn. Activate only as a sorcery. ( can be paid with either or 2 life.)

Heliod, the Warped Eclipse

You may cast spells as though they had flash.
Spells you cast cost less to cast for each card your opponents have drawn this turn.

8.6 /10
$0.35
Hobble

Hobble

Enchantment — Aura

Enchant creature
When Hobble enters the battlefield, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.

3 /10
$0.22
Honden of Cleansing Fire

Honden of Cleansing Fire

Legendary Enchantment — Shrine

At the beginning of your upkeep, you gain 2 life for each Shrine you control.

8.6 /10
$2.48
Improvised Armor

Improvised Armor

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+5.
Cycling (, Discard this card: Draw a card.)

2.9 /10
$0.03
Isolation Zone

Isolation Zone

Enchantment

When Isolation Zone enters the battlefield, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)

2.5 /10
$0.01
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
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