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Cards similar to Lumithread Field (400)

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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
$1.90
Far Traveler

Far Traveler

Legendary Enchantment — Background

Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."

8.4 /10
$0.09
Green Scarab

Green Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.

2.4 /10
$0.23
Hardy Outlander

Hardy Outlander

Legendary Enchantment — Background

Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."

6.4 /10
$0.08
History of Benalia

History of Benalia

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.

7.4 /10
$0.97
Hot Pursuit

Hot Pursuit

Enchantment

When Hot Pursuit enters the battlefield, suspect target creature an opponent controls. As long as Hot Pursuit remains on the battlefield, that creature is also goaded.
At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.

6.1 /10
$0.11
Norns Decree

Norn's Decree

Enchantment

Whenever one or more creatures an opponent controls deal combat damage to you, that opponent gets a poison counter.
Whenever a player attacks, if one or more players being attacked are poisoned, the attacking player draws a card.

9 /10
$1.72
Oath of Druids

Oath of Druids

Enchantment

At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.

6.2 /10
~$13
Radiant Grace  Radiant Restraints

Radiant Grace // Radiant Restraints

Enchantment — Aura // Enchantment — Aura Curse

Enchant creature
Enchanted creature gets +1/+0 and has vigilance.
When enchanted creature dies, return Radiant Grace to the battlefield transformed under your control attached to target opponent.

Radiant Restraints

Enchant player
Creatures enchanted player controls enter the battlefield tapped.

6.5 /10
$0.14
Red Scarab

Red Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.

2.3 /10
$0.24
Sanctuary Lockdown

Sanctuary Lockdown

Enchantment

Humans you control get +1/+1.
, Tap two untapped Humans you control: Tap target creature an opponent controls.

6.6 /10
$0.06
Scuttletide

Scuttletide

Enchantment

, Discard a card: Create a 0/3 blue Crab creature token.
Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.

5.9 /10
$0.06
Serra Aviary

Serra Aviary

World Enchantment

Creatures with flying get +1/+1.

3.2 /10
$1.06
Spiritual Asylum

Spiritual Asylum

Enchantment

Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)
When a creature you control attacks, sacrifice Spiritual Asylum.

3.3 /10
$0.66
Sunken City

Sunken City

Enchantment

At the beginning of your upkeep, sacrifice Sunken City unless you pay .
Blue creatures get +1/+1.

1.4 /10
$0.05
Supernatural Rescue

Supernatural Rescue

Enchantment — Aura

This spell has flash as long as you control a Spirit.
When you cast this spell, tap up to two target creatures you don't control.
Enchant creature you control
Enchanted creature gets +1/+2.

3.1 /10
$0.04
Surprise Party

Surprise Party

Enchantment

When Surprise Party enters the battlefield, yell "Surprise!" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast Surprise Party, and that weren't spotted by an opponent before you cast Surprise Party.
Robots you control get +1/+0 and have vigilance.

0.6 /10
$0.07
We Ride at Dawn

We Ride at Dawn

Enchantment

Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for or one mana of that creature's color.)
Whenever your commander attacks, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

2.9 /10
$0.71
White Scarab

White Scarab

Enchantment — Aura

Enchant creature
Enchanted creature can't be blocked by white creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.

2.6 /10
$0.28
Abzan Runemark

Abzan Runemark

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.

3.9 /10
$0.03
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