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Call of the Wild (Classic Sixth Edition)

Call of the Wild

Classic Sixth Edition — rare

Enchantment

Sets Call of the Wild has been printed in:

Call of the Wild (Classic Sixth Edition)

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Cards like Call of the Wild in Classic Sixth Edition:

Dense Foliage

Dense Foliage

Enchantment

Creatures can't be the targets of spells.

4 /10
$0.57
Familiar Ground

Familiar Ground

Enchantment

Each creature you control can't be blocked by more than one creature.

6 /10
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Living Lands

Living Lands

Enchantment

All Forests are 1/1 creatures that are still lands.

5.6 /10
$0.34
Lure

Lure

Enchantment — Aura

Enchant creature
All creatures able to block enchanted creature do so.

8.1 /10
$0.16
Rowen

Rowen

Enchantment

Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.

4.5 /10
$0.39
Browse

Browse

Enchantment

: Look at the top five cards of your library, put one of them into your hand, and exile the rest.

0.4 /10
$0.14
Zurs Weirding

Zur's Weirding

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.

6.1 /10
$0.82
Strands of Night

Strands of Night

Enchantment

, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield.

6.1 /10
$0.32
Abduction

Abduction

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.

4.5 /10
$0.27
Aether Flash

Aether Flash

Enchantment

Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.

7 /10
$0.56
Forbidden Crypt

Forbidden Crypt

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.

5.4 /10
$0.86
Hecatomb

Hecatomb

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.

3.3 /10
$0.41
Kismet

Kismet

Enchantment

Artifacts, creatures, and lands your opponents control enter the battlefield tapped.

6.9 /10
$0.67
Pestilence

Pestilence

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.

8.6 /10
$0.44
Regeneration

Regeneration

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.)

5.5 /10
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Castle

Castle

Enchantment

Untapped creatures you control get +0/+2.

4.2 /10
$0.22
Celestial Dawn

Celestial Dawn

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.

5.6 /10
$0.52
Divine Transformation

Divine Transformation

Enchantment — Aura

Enchant creature
Enchanted creature gets +3/+3.

1.6 /10
$0.25
Feast of the Unicorn

Feast of the Unicorn

Enchantment — Aura

Enchant creature
Enchanted creature gets +4/+0.

1.7 /10
$0.16
Fervor

Fervor

Enchantment

Creatures you control have haste. (They can attack and as soon as they come under your control.)

9.3 /10
$6.57

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