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Cards similar to Ongoing Investigation (400)

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Azusas Many Journeys  Likeness of the Seeker

Azusa's Many Journeys // Likeness of the Seeker

Enchantment — Saga // Enchantment Creature — Human Monk (0/0)

(As this Saga enters and after your draw step, add a lore counter.)
I — You may play an additional land this turn.
II — You gain 3 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.

Likeness of the Seeker

Whenever Likeness of the Seeker becomes blocked, untap up to three lands you control.

8.7 /10
$0.06
Carry Away

Carry Away

Enchantment — Aura

Enchant Equipment
When Carry Away enters the battlefield, unattach enchanted Equipment.
You control enchanted Equipment.

1.9 /10
$0.19
Circle of Confinement

Circle of Confinement

Enchantment

When Circle of Confinement enters the battlefield, exile target creature an opponent controls with mana value 3 or less until Circle of Confinement leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with Circle of Confinement, you gain 2 life.

2.9 /10
$0.04
Crown of Ascension

Crown of Ascension

Enchantment — Aura

Enchant creature
Enchanted creature has flying.
Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.

2 /10
$0.11
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
$2.30
Daxos Blessed by the Sun

Daxos, Blessed by the Sun

Legendary Enchantment Creature — Demigod (2/0)

Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters the battlefield or dies, you gain 1 life.

9.5 /10
$0.11
Deep Water

Deep Water

Enchantment

: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.

0.6 /10
$0.20
Druid Class

Druid Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

9.6 /10
$1.40
Dying Wish

Dying Wish

Enchantment — Aura

Enchant creature you control
When enchanted creature dies, target player loses X life and you gain X life, where X is its power.

6.3 /10
$0.14
Eel Umbra

Eel Umbra

Enchantment — Aura

Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

8.6 /10
$0.07
Emergent Haunting

Emergent Haunting

Enchantment

At the beginning of your end step, if you haven't cast a spell from your hand this turn and Emergent Haunting isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

0.5 /10
$0.03
Fishliver Oil

Fishliver Oil

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)

3.1 /10
$4.16
Gonti Canny Acquisitor

Gonti, Canny Acquisitor

Legendary Creature — Aetherborn Rogue (5/5)

Spells you cast but don't own cost less to cast.
Whenever one or more creatures you control deal combat damage to a player, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.

5.5 /10
$0.60
Heaven Sent

Heaven Sent

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Investigate.
III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.

6.1 /10
$0.10
Hermetic Study

Hermetic Study

Enchantment — Aura

Enchant creature
Enchanted creature has ": This creature deals 1 damage to any target."

5.1 /10
$0.02
Ior Ruin Expedition

Ior Ruin Expedition

Enchantment

Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition.
Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.

6.4 /10
$0.09
Launch

Launch

Enchantment — Aura

Enchant creature
Enchanted creature has flying.
When Launch is put into a graveyard from the battlefield, return Launch to its owner's hand.

3.5 /10
$0.19
Legacys Allure

Legacy's Allure

Enchantment

At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure.
Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. (This effect lasts indefinitely.)

4.8 /10
--
Mastery of the Unseen

Mastery of the Unseen

Enchantment

Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

4.8 /10
$0.17
Merrow Commerce

Merrow Commerce

Tribal Enchantment — Merfolk

At the beginning of your end step, untap all Merfolk you control.

8.1 /10
~$14
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