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Cards similar to Oath of Ghouls (400)

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Rising Waters

Rising Waters

Enchantment

Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land they control.

5.3 /10
$1.25
Rivalry

Rivalry

Enchantment

At the beginning of each player's upkeep, if that player controls more lands than each other player, Rivalry deals 2 damage to them.

2.5 /10
$0.28
Sigil of Myrkul

Sigil of Myrkul

Enchantment

At the beginning of combat on your turn, mill a card. When you do, if there are four or more creature cards in your graveyard, put a +1/+1 counter on target creature you control and it gains deathtouch until end of turn. (To mill a card, put the top card of your library into your graveyard.)

5 /10
$0.04
Simic Ascendancy

Simic Ascendancy

Enchantment

: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.
At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.

9.5 /10
$2.70
Skrelvs Hive

Skrelv's Hive

Enchantment

At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block."
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.

9.5 /10
$3.49
Sleepers Robe

Sleeper's Robe

Enchantment — Aura

Enchant creature
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

4.9 /10
$0.35
Spatial Binding

Spatial Binding

Enchantment

Pay 1 life: Until your next upkeep, target permanent can't phase out.

1.5 /10
$0.26
The Long Reach of Night  Animus of Nights Reach

The Long Reach of Night // Animus of Night's Reach

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

(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent sacrifices a creature unless they discard a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.

Animus of Night's Reach

Menace (This creature can't be blocked except by two or more creatures.)
Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.

7.6 /10
$0.03
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
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
Withering Wisps

Withering Wisps

Enchantment

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps.
: Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.

3.6 /10
--
Worms of the Earth

Worms of the Earth

Enchantment

Players can't play lands.
Lands can't enter the battlefield.
At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.

1.2 /10
$7.86
Ancestral Knowledge

Ancestral Knowledge

Enchantment

Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
When Ancestral Knowledge leaves the battlefield, shuffle your library.

4.6 /10
$3.72
Ancient Runes

Ancient Runes

Enchantment

At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.

6.2 /10
$1.35
Aspect of Mongoose

Aspect of Mongoose

Enchantment — Aura

Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
When Aspect of Mongoose is put into a graveyard from the battlefield, return Aspect of Mongoose to its owner's hand.

7.8 /10
$2.21
Black Market

Black Market

Enchantment

Whenever a creature dies, put a charge counter on Black Market.
At the beginning of your precombat main phase, add for each charge counter on Black Market.

9.8 /10
$4.56
Bloodbond March

Bloodbond March

Enchantment

Whenever a player casts a creature spell, each player returns all cards with the same name as that spell from their graveyard to the battlefield.

5.4 /10
$0.88
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.

3.1 /10
$0.16
Case of the Shattered Pact

Case of the Shattered Pact

Enchantment — Case

When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.

4.8 /10
$0.12
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