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Cards similar to Mine, Mine, Mine! (400)

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Decomposition

Decomposition

Enchantment — Aura

Enchant black creature
Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
When enchanted creature dies, its controller loses 2 life.

0.7 /10
$0.20
Double Vision

Double Vision

Enchantment

Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.

9.5 /10
$0.29
Dragon Appeasement

Dragon Appeasement

Enchantment

Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.

1.9 /10
$0.22
Drop of Honey

Drop of Honey

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice Drop of Honey.

2.3 /10
--
Earthlink

Earthlink

Enchantment

At the beginning of your upkeep, sacrifice Earthlink unless you pay .
Whenever a creature dies, that creature's controller sacrifices a land.

1.4 /10
--
Emergent Woodwurm

Emergent Woodwurm

Creature — Wurm (4/4)

Backup 3 (When this creature enters the battlefield, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.)
Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

7.6 /10
$0.39
Esika God of the Tree  The Prismatic Bridge

Esika, God of the Tree // The Prismatic Bridge

Legendary Creature — God // Legendary Enchantment (1/4)

Vigilance
: Add one mana of any color.
Other legendary creatures you control have vigilance and ": Add one mana of any color."

The Prismatic Bridge

At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

9.4 /10
~$16
Freyalises Charm

Freyalise's Charm

Enchantment

Whenever an opponent casts a black spell, you may pay . If you do, you draw a card.
: Return Freyalise's Charm to its owner's hand.

1 /10
$0.19
From the Rubble

From the Rubble

Enchantment

As From the Rubble enters the battlefield, choose a creature type.
At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

6.7 /10
$0.16
Frontier Siege

Frontier Siege

Enchantment

As Frontier Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.

8.7 /10
$0.58
Genesis of the Daleks

Genesis of the Daleks

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks.
IV — Target opponent faces a villainous choice — Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.

6.7 /10
$0.13
Grothama AllDevouring

Grothama, All-Devouring

Legendary Creature — Wurm (10/8)

Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.

7.3 /10
$7.42
Handcuffs

Handcuffs

Enchantment

As Handcuffs enters the battlefield, choose a player.
When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents.

10 /10
$0.33
Havoc Festival

Havoc Festival

Enchantment

Players can't gain life.
At the beginning of each player's upkeep, that player loses half their life, rounded up.

7.7 /10
$0.32
In Search of Greatness

In Search of Greatness

Enchantment

At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the highest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.

8.4 /10
$0.20
In the Darkness Bind Them

In the Darkness Bind Them

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.

8.4 /10
$2.57
Inexorable Tide

Inexorable Tide

Enchantment

Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

9.5 /10
$1.76
Intimidation Campaign

Intimidation Campaign

Enchantment

When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card.
Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

1.7 /10
$0.11
Ixalans Binding

Ixalan's Binding

Enchantment

When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.
Your opponents can't cast spells with the same name as the exiled card.

3.4 /10
$0.05
Journey to the Lost City

Journey to the Lost City

Enchantment

At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.

6.3 /10
$0.07
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