Call of the Wild
Classic Sixth Edition — rare
Enchantment
Sets Call of the Wild has been printed in:
Classic Sixth Edition — rare
Enchantment
Sets Call of the Wild has been printed in:
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Each creature you control can't be blocked by more than one creature.
Enchantment — Aura
Enchant creature
All creatures able to block enchanted creature do so.
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.
Enchantment
: Look at the top five cards of your library, put one of them into your hand, and exile the rest.
Enchantment
Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
Enchantment
, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield.
Enchantment — Aura
Enchant creature
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
Enchantment
Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.
Enchantment
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard from anywhere, exile that card instead.
Enchantment
When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice four creatures.
Tap an untapped Swamp you control: Hecatomb deals 1 damage to any target.
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.
: Pestilence deals 1 damage to each creature and each player.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Enchantment
Lands you control are Plains.
Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+0.
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
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