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Cards similar to Transcendence (400)

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Soul Echo

Soul Echo

Enchantment

Soul Echo enters the battlefield with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.

2.6 /10
$0.93
Phyrexian Unlife

Phyrexian Unlife

Enchantment

You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)

7.7 /10
$0.23
Lichs Mastery

Lich's Mastery

Legendary Enchantment

Hexproof
You can't lose the game.
Whenever you gain life, draw that many cards.
Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.
When Lich's Mastery leaves the battlefield, you lose the game.

8.2 /10
$0.59
Lich

Lich

Enchantment

As Lich enters the battlefield, you lose life equal to your life total.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When Lich is put into a graveyard from the battlefield, you lose the game.

4.2 /10
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Form of the Approach of the Second Sun

Form of the Approach of the Second Sun

Enchantment

When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.

0.3 /10
$0.08
Angelic Chorus

Angelic Chorus

Enchantment

Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.

8.1 /10
$6.18
Noble Purpose

Noble Purpose

Enchantment

Whenever a creature you control deals combat damage, you gain that much life.

5.2 /10
$0.80
Noble Stand

Noble Stand

Enchantment

Whenever a creature you control blocks, you gain 2 life.

1.2 /10
$0.20
Nykthos Paragon

Nykthos Paragon

Enchantment Creature — Human Soldier (4/6)

Whenever you gain life, you may put that many +1/+1 counters on each creature you control. Do this only once each turn.

9.1 /10
$0.42
Righteous Cause

Righteous Cause

Enchantment

Whenever a creature attacks, you gain 1 life.

7 /10
$0.51
Boon of the Spirit Realm

Boon of the Spirit Realm

Enchantment

Constellation — Whenever Boon of the Spirit Realm or another enchantment enters the battlefield under your control, put a blessing counter on Boon of the Spirit Realm.
Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.

8.2 /10
$1.08
Soaring Hope

Soaring Hope

Enchantment — Aura

Enchant creature
When Soaring Hope enters the battlefield, you gain 3 life.
Enchanted creature has flying.
: Put Soaring Hope on top of its owner's library.

1.4 /10
$0.12
Sunblade Samurai

Sunblade Samurai

Enchantment Creature — Human Samurai (4/4)

Vigilance
Channel — , Discard Sunblade Samurai: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.

6.7 /10
$0.03
Banish to Another Universe

Banish to Another Universe

Enchantment

Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.)
When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield.

4.6 /10
$0.11
Boon Reflection

Boon Reflection

Enchantment

If you would gain life, you gain twice that much life instead.

8.5 /10
$6.06
Journey to Oblivion

Journey to Oblivion

Enchantment

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When Journey to Oblivion enters the battlefield, exile target nonland permanent an opponent controls until Journey to Oblivion leaves the battlefield.

5.3 /10
$0.04
Leyline Binding

Leyline Binding

Enchantment

Flash
Domain — This spell costs less to cast for each basic land type among lands you control.
When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.

6.8 /10
$7.24
Celestial Mantle

Celestial Mantle

Enchantment — Aura

Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.

8 /10
$2.64
Mantle of the Ancients

Mantle of the Ancients

Enchantment — Aura

Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.

9.5 /10
$0.21
NearDeath Experience

Near-Death Experience

Enchantment

At the beginning of your upkeep, if you have exactly 1 life, you win the game.

5.5 /10
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