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Cards similar to Military Intelligence (400)

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Veiled Serpent

Veiled Serpent

Enchantment

When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island."
Cycling (, Discard this card: Draw a card.)

1.8 /10
$0.26
Well Rested

Well Rested

Enchantment — Aura

Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."

6.5 /10
$3.01
Wizard Class

Wizard Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.

9.7 /10
$2.57
Astral Wingspan

Astral Wingspan

Enchantment — Aura

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Enchant creature
When Astral Wingspan enters the battlefield, draw a card.
Enchanted creature gets +2/+2 and has flying.

4.6 /10
$0.08
Betrayal

Betrayal

Enchantment — Aura

Enchant creature an opponent controls
Whenever enchanted creature becomes tapped, you draw a card.

6.1 /10
$0.27
Blood Spatter Analysis

Blood Spatter Analysis

Enchantment

When Blood Spatter Analysis enters the battlefield, it deals 3 damage to target creature an opponent controls.
Whenever one or more creatures die, mill a card and put a bloodstain counter on Blood Spatter Analysis. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.

2.4 /10
$0.08
Bonds of Mortality

Bonds of Mortality

Enchantment

When Bonds of Mortality enters the battlefield, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.

7.2 /10
$0.15
Call of the Ring

Call of the Ring

Enchantment

At the beginning of your upkeep, the Ring tempts you.
Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.

9.5 /10
$1.88
Candlekeep Sage

Candlekeep Sage

Legendary Enchantment — Background

Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."

8.1 /10
$0.05
Case of the Gateway Express

Case of the Gateway Express

Enchantment — Case

When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.

3.2 /10
$0.18
Ceta Sanctuary

Ceta Sanctuary

Enchantment

At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.

3.2 /10
$0.20
Coastal Piracy

Coastal Piracy

Enchantment

Whenever a creature you control deals combat damage to an opponent, you may draw a card.

9.2 /10
$3.74
Combat Research

Combat Research

Enchantment — Aura

Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

9.1 /10
$0.18
Compost

Compost

Enchantment

Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.

7.2 /10
$1.32
Curiosity

Curiosity

Enchantment — Aura

Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

9.7 /10
$0.13
Curse of Chains

Curse of Chains

Enchantment — Aura

Enchant creature
At the beginning of each upkeep, tap enchanted creature.

4.6 /10
$0.31
Dawn of a New Age

Dawn of a New Age

Enchantment

Dawn of a New Age enters the battlefield with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from Dawn of a New Age. If you do, draw a card. Then if Dawn of a New Age has no hope counters on it, sacrifice it and you gain 4 life.

8.6 /10
$2.42
Demonic Ruckus

Demonic Ruckus

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When Demonic Ruckus is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

3 /10
$0.20
Favor of the Overbeing

Favor of the Overbeing

Enchantment — Aura

Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.

6.1 /10
$0.27
Frenzied Rage

Frenzied Rage

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)

5.2 /10
$0.03
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