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Cards similar to Total War (400)

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Assemble the Legion

Assemble the Legion

Enchantment

At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.

9.3 /10
$0.14
Bigger on the Inside

Bigger on the Inside

Enchantment — Aura

Enchant artifact or land
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)

7 /10
$0.54
Defense of the Heart

Defense of the Heart

Enchantment

At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.

9.5 /10
~$11
Equipoise

Equipoise

Enchantment

At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)

3.3 /10
$1.90
Fervent Charge

Fervent Charge

Enchantment

Whenever a creature you control attacks, it gets +2/+2 until end of turn.

8 /10
$0.15
Guild Artisan

Guild Artisan

Legendary Enchantment — Background

Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")

8.8 /10
$0.12
Incriminating Impetus

Incriminating Impetus

Enchantment — Aura

Enchant creature
When Incriminating Impetus enters the battlefield, suspect enchanted creature. (It has menace and can't block.)
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)

2.6 /10
$0.23
Iroas God of Victory

Iroas, God of Victory

Legendary Enchantment Creature — God (7/4)

Indestructible
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.

9.5 /10
~$26
Mogis God of Slaughter

Mogis, God of Slaughter

Legendary Enchantment Creature — God (7/5)

Indestructible
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature.

8.6 /10
$7.70
Offsprings Revenge

Offspring's Revenge

Enchantment

At the beginning of combat on your turn, exile target red, white, or black creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1. It gains haste until your next turn.

4.3 /10
$0.09
Orims Prayer

Orim's Prayer

Enchantment

Whenever one or more creatures attack you, you gain 1 life for each attacking creature.

4.8 /10
$0.61
Outlaws Merriment

Outlaws' Merriment

Enchantment

At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters the battlefield, it deals 1 damage to any target."

8.1 /10
$0.59
Sanctum of All

Sanctum of All

Legendary Enchantment — Shrine

At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.

8.6 /10
$0.80
Shadow in the Warp

Shadow in the Warp

Enchantment

The first creature spell you cast each turn costs less to cast.
Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.

9.2 /10
~$11
Spiteful Visions

Spiteful Visions

Enchantment

At the beginning of each player's draw step, that player draws an additional card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.

8.6 /10
$3.08
Suicidal Charge

Suicidal Charge

Enchantment

Sacrifice Suicidal Charge: Creatures your opponents control get -1/-1 until end of turn. Those creatures attack this turn if able.

0.4 /10
$0.07
Temur Ascendancy

Temur Ascendancy

Enchantment

Creatures you control have haste.
Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.

9.7 /10
$5.66
The Apprentices Folly

The Apprentice's Folly

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste.
III — Sacrifice all Reflections you control.

6.2 /10
$0.14
The Day of the Doctor

The Day of the Doctor

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order.
IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.

5.7 /10
$0.11
The Parting of the Ways

The Parting of the Ways

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend.
II — Time travel, then time travel.
III — For each opponent, destroy up to one target artifact that player controls.

6.8 /10
$0.15
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