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Cards similar to Everlasting Torment (400)

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Prismatic Ward

Prismatic Ward

Enchantment — Aura

Enchant creature
As Prismatic Ward enters the battlefield, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.

2.1 /10
$0.09
Solitary Confinement

Solitary Confinement

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.

8.8 /10
$2.64
Temporal Isolation

Temporal Isolation

Enchantment — Aura

Flash
Enchant creature
Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)
Prevent all damage that would be dealt by enchanted creature.

5.8 /10
$0.20
The Girl in the Fireplace

The Girl in the Fireplace

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
III — Whenever a creature you control deals combat damage to a player this turn, time travel.

5.8 /10
$0.08
Arni Slays the Troll

Arni Slays the Troll

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature you don't control.
II — Add . Put two +1/+1 counters on up to one target creature you control.
III — You gain life equal to the greatest power among creatures you control.

6.9 /10
$0.07
Bard Class

Bard Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.

8.2 /10
$0.54
Circle of Despair

Circle of Despair

Enchantment

, Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.

2.9 /10
$2.34
Dark Heart of the Wood

Dark Heart of the Wood

Enchantment

Sacrifice a Forest: You gain 3 life.

2.5 /10
$0.19
Deaths Oasis

Death's Oasis

Enchantment

Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand.
, Sacrifice Death's Oasis: You gain life equal to the highest mana value among creatures you control.

6.5 /10
$0.15
Elderfang Venom

Elderfang Venom

Enchantment

Attacking Elves you control have deathtouch.
Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.

8.6 /10
$1.18
Etchings of the Chosen

Etchings of the Chosen

Enchantment

As Etchings of the Chosen enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

9.2 /10
$0.34
Feast of the Victorious Dead

Feast of the Victorious Dead

Enchantment

At the beginning of your end step, if one or more creatures died this turn, you gain that much life and distribute that many +1/+1 counters among creatures you control.

8.1 /10
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Fighter Class

Fighter Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

9.3 /10
$3.31
Heaven Sent

Heaven Sent

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Investigate.
III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.

6 /10
$0.11
Legions Initiative

Legion's Initiative

Enchantment

Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.

8 /10
$0.72
Mayaels Aria

Mayael's Aria

Enchantment

At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

8.2 /10
$3.30
Monsoon

Monsoon

Enchantment

At the beginning of each player's end step, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way.

1.4 /10
$0.30
Outlaws Merriment

Outlaws' Merriment

Enchantment

At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters the battlefield, it deals 1 damage to any target."

8.1 /10
$0.57
Overgrown Estate

Overgrown Estate

Enchantment

Sacrifice a land: You gain 3 life.

2.2 /10
$0.22
Pillory of the Sleepless

Pillory of the Sleepless

Enchantment — Aura

Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."

4.7 /10
$0.15
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