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Cards similar to Stranglehold (400)

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Archmage Ascension

Archmage Ascension

Enchantment

At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.

7.5 /10
$2.22
Dreams of the Dead

Dreams of the Dead

Enchantment

: Return target white or black creature card from your graveyard to the battlefield. That creature gains "Cumulative upkeep ." If the creature would leave the battlefield, exile it instead of putting it anywhere else. (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.)

2.5 /10
--
Faithbound Judge  Sinners Judgment

Faithbound Judge // Sinner's Judgment

Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)

Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb

Sinner's Judgment

Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.

7.4 /10
$0.76
Gideons Intervention

Gideon's Intervention

Enchantment

As Gideon's Intervention enters the battlefield, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.

4.2 /10
$0.22
Land Equilibrium

Land Equilibrium

Enchantment

If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land.

3.6 /10
--
Leyline of Sanctity

Leyline of Sanctity

Enchantment

If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

7.6 /10
$0.83
Leyline of the Void

Leyline of the Void

Enchantment

If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.

8.8 /10
$2.37
Out of the Tombs

Out of the Tombs

Enchantment

At the beginning of your upkeep, put two eon counters on Out of the Tombs, then mill cards equal to the number of eon counters on it.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.

8.9 /10
$2.05
Parallax Nexus

Parallax Nexus

Enchantment

Fading 5 (This enchantment enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Nexus: Target opponent exiles a card from their hand. Activate only as a sorcery.
When Parallax Nexus leaves the battlefield, each player returns to their hand all cards they own exiled with Parallax Nexus.

1.3 /10
$0.49
Quest for Pure Flame

Quest for Pure Flame

Enchantment

Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.

7.3 /10
$0.27
Tainted Remedy

Tainted Remedy

Enchantment

If an opponent would gain life, that player loses that much life instead.

8 /10
$3.68
Web of Inertia

Web of Inertia

Enchantment

At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.

6.4 /10
$0.91
Aquatic Incursion

Aquatic Incursion

Enchantment

When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.

5.5 /10
$0.10
Archetype of Courage

Archetype of Courage

Enchantment Creature — Human Soldier (2/2)

Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.

8.8 /10
$1.03
Ashioks Erasure

Ashiok's Erasure

Enchantment

Flash
When Ashiok's Erasure enters the battlefield, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.

4.6 /10
$0.10
Bident of Thassa

Bident of Thassa

Legendary Enchantment Artifact

Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.

9.8 /10
$1.08
Binding Geist  Spectral Binding

Binding Geist // Spectral Binding

Creature — Spirit // Enchantment — Aura (3/1)

Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until end of turn.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Spectral Binding

Enchant creature
Enchanted creature gets -2/-0.
If Spectral Binding would be put into a graveyard from anywhere, exile it instead.

2.3 /10
$0.04
Breathstealers Crypt

Breathstealer's Crypt

Enchantment

If a player would draw a card, instead they draw a card and reveal it. If it's a creature card, that player discards it unless they pay 3 life.

5.4 /10
$3.86
Captivating Glance

Captivating Glance

Enchantment — Aura

Enchant creature
At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

4.5 /10
$0.23
Checks and Balances

Checks and Balances

Enchantment

Cast this spell only if there are three or more players in the game.
Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.

10 /10
$0.27
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