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Cards similar to Impending Disaster (400)

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Case of the Burning Masks

Case of the Burning Masks

Enchantment — Case

When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls.
To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.

1.5 /10
$0.02
Celestial Convergence

Celestial Convergence

Enchantment

Celestial Convergence enters the battlefield with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.

4.4 /10
$1.40
Cindervines

Cindervines

Enchantment

Whenever an opponent casts a noncreature spell, Cindervines deals 1 damage to that player.
, Sacrifice Cindervines: Destroy target artifact or enchantment. Cindervines deals 2 damage to that permanent's controller.

8.5 /10
$0.19
Crop Sigil

Crop Sigil

Enchantment

At the beginning of your upkeep, you may mill a card.
Delirium — , Sacrifice Crop Sigil: Return up to one target creature card and up to one target land card from your graveyard to your hand. Activate only if there are four or more card types among cards in your graveyard.

5.9 /10
$0.14
Dress Down

Dress Down

Enchantment

Flash
When Dress Down enters the battlefield, draw a card.
Creatures lose all abilities.
At the beginning of the end step, sacrifice Dress Down.

9.3 /10
$1.61
Generous Plunderer

Generous Plunderer

Creature — Human Rogue (2/2)

Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever Generous Plunderer attacks, it deals damage to defending player equal to the number of artifacts they control.

7.1 /10
$6.34
Heaven Sent

Heaven Sent

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Investigate.
III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.

6.2 /10
$0.07
Invasion of Gobakhan  Lightshield Array

Invasion of Gobakhan // Lightshield Array

Battle — Siege // Enchantment

(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.

Lightshield Array

At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.
Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.

7.8 /10
$2.81
Mayaels Aria

Mayael's Aria

Enchantment

At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

8.2 /10
$3.23
Might Makes Right

Might Makes Right

Enchantment

At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)

3.9 /10
$0.10
Mirrorhall Mimic  Ghastly Mimicry

Mirrorhall Mimic // Ghastly Mimicry

Creature — Spirit // Enchantment — Aura (0/0)

You may have Mirrorhall Mimic enter the battlefield as a copy of any creature on the battlefield, except it's a Spirit in addition to its other types.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Ghastly Mimicry

Enchant creature
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except it's a Spirit in addition to its other types.
If Ghastly Mimicry would be put into a graveyard from anywhere, exile it instead.

9.1 /10
$1.10
Oath of Druids

Oath of Druids

Enchantment

At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.

6.2 /10
~$14
Suleimans Legacy

Suleiman's Legacy

Enchantment

When Suleiman's Legacy enters the battlefield, destroy all Djinns and Efreets. They can't be regenerated.
Whenever a Djinn or Efreet enters the battlefield, destroy it. It can't be regenerated.

0.4 /10
$1.17
Task Mage Assembly

Task Mage Assembly

Enchantment

When there are no creatures on the battlefield, sacrifice Task Mage Assembly.
: Task Mage Assembly deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.

1.8 /10
$0.30
The Ruinous Powers

The Ruinous Powers

Enchantment

At the beginning of your upkeep, choose an opponent at random. Exile the top card of that player's library. Until end of turn, you may play that card and you may spend mana as though it were mana of any color to cast it. When you cast a spell this way, its owner loses life equal to its mana value.

8.1 /10
$0.48
Valakut Exploration

Valakut Exploration

Enchantment

Landfall — Whenever a land enters the battlefield under your control, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.

9.5 /10
$2.05
Arms Race

Arms Race

Enchantment

: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.

4.2 /10
$0.02
Arni Slays the Troll

Arni Slays the Troll

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature you don't control.
II — Add . Put two +1/+1 counters on up to one target creature you control.
III — You gain life equal to the greatest power among creatures you control.

6.9 /10
$0.08
Case of the Shattered Pact

Case of the Shattered Pact

Enchantment — Case

When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.

5.3 /10
$0.11
Case of the Stashed Skeleton

Case of the Stashed Skeleton

Enchantment — Case

When this Case enters the battlefield, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

6.4 /10
$0.98
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