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Cards similar to Fertile Ground (400)

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Stronghold Arena

Stronghold Arena

Enchantment

Kicker and/or (You may pay an additional and/or as you cast this spell.)
When Stronghold Arena enters the battlefield, you gain 3 life for each time it was kicked.
Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.

5 /10
$0.07
Sunken Field

Sunken Field

Enchantment — Aura

Enchant land
Enchanted land has ": Counter target spell unless its controller pays ."

4 /10
$0.36
Teferis Curse

Teferi's Curse

Enchantment — Aura

Enchant artifact or creature
Enchanted permanent has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)

2.2 /10
$0.23
The DragonKami Reborn  DragonKamis Egg

The Dragon-Kami Reborn // Dragon-Kami's Egg

Enchantment — Saga // Enchantment Creature — Egg (0/0)

(As this Saga enters and after your draw step, add a lore counter.)
I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order.
III — Exile this Saga, then return it to the battlefield transformed under your control.

Dragon-Kami's Egg

Whenever Dragon-Kami's Egg or a Dragon you control dies, you may cast a creature spell from among cards you own in exile with hatching counters on them without paying its mana cost.

6.4 /10
$0.11
The Three Seasons

The Three Seasons

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards.
II — Return up to two target snow permanent cards from your graveyard to your hand.
III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.

5.6 /10
$0.06
The Weatherseed Treaty

The Weatherseed Treaty

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 — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.

8.1 /10
$0.08
Twinblade Geist  Twinblade Invocation

Twinblade Geist // Twinblade Invocation

Creature — Spirit Warrior // Enchantment — Aura (1/1)

Double strike
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Twinblade Invocation

Enchant creature
Enchanted creature has double strike.
If Twinblade Invocation would be put into a graveyard from anywhere, exile it instead.

6.4 /10
$0.09
Visions of Brutality

Visions of Brutality

Enchantment — Aura

Devoid (This card has no color.)
Enchant creature
Enchanted creature can't block.
Whenever enchanted creature deals damage, its controller loses that much life.

5 /10
$0.15
Volraths Curse

Volrath's Curse

Enchantment — Aura

Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated. That creature's controller may sacrifice a permanent for that player to ignore this effect until end of turn.
: Return Volrath's Curse to its owner's hand.

2.8 /10
$0.24
Vraska Joins Up

Vraska Joins Up

Legendary Enchantment

When Vraska Joins Up enters the battlefield, put a deathtouch counter on each creature you control.
Whenever a legendary creature you control deals combat damage to a player, draw a card.

4.3 /10
$0.68
Ward of Lights

Ward of Lights

Enchantment — Aura

You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant creature
As Ward of Lights enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

4 /10
$0.19
Winters Night

Winter's Night

World Enchantment

Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.

1.2 /10
$0.72
Banewasp Affliction

Banewasp Affliction

Enchantment — Aura

Enchant creature
When enchanted creature dies, that creature's controller loses life equal to its toughness.

3.4 /10
$0.13
Bigger on the Inside

Bigger on the Inside

Enchantment — Aura

Enchant artifact or land
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)

7 /10
$0.54
Bitter Chill

Bitter Chill

Enchantment — Aura

Enchant creature
When Bitter Chill enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When Bitter Chill is put into a graveyard from the battlefield, you may pay . If you do, scry 1, then draw a card.

5.8 /10
$0.03
Blight

Blight

Enchantment — Aura

Enchant land
When enchanted land becomes tapped, destroy it.

2.3 /10
$0.21
Boon Satyr

Boon Satyr

Enchantment Creature — Satyr (4/2)

Flash
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +4/+2.

5.7 /10
$0.16
Cartouche of Strength

Cartouche of Strength

Enchantment — Aura Cartouche

Enchant creature you control
When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +1/+1 and has trample.

7.3 /10
$0.12
Case of the Locked Hothouse

Case of the Locked Hothouse

Enchantment — Case

You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

7.8 /10
$2.43
Concord with the Kami

Concord with the Kami

Enchantment

At the beginning of your end step, choose one or more —
• Put a +1/+1 counter on target creature with a counter on it.
• Draw a card if you control an enchanted creature.
• Create a 1/1 colorless Spirit creature token if you control an equipped creature.

7.2 /10
$0.13
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