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Cards similar to Favorable Destiny (400)

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Suppression Field

Suppression Field

Enchantment

Activated abilities cost more to activate unless they're mana abilities.

6.8 /10
$1.00
Transcendent Envoy

Transcendent Envoy

Enchantment Creature — Griffin (1/2)

Flying
Aura spells you cast cost less to cast.

9.1 /10
$0.14
Warmth

Warmth

Enchantment

Whenever an opponent casts a red spell, you gain 2 life.

1.2 /10
$0.34
Wings of Aesthir

Wings of Aesthir

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+0 and has flying and first strike.

0.9 /10
--
Wings of Hope

Wings of Hope

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+3 and has flying.

0.9 /10
$0.19
Monk Class

Monk Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."

6.8 /10
$0.20
Crystallization

Crystallization

Enchantment — Aura

Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, exile that creature.

4.3 /10
$0.18
Curse of Chains

Curse of Chains

Enchantment — Aura

Enchant creature
At the beginning of each upkeep, tap enchanted creature.

4.7 /10
$0.27
Hunting Grounds

Hunting Grounds

Enchantment

Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."

6.8 /10
$2.34
Legions Initiative

Legion's Initiative

Enchantment

Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.

8 /10
$0.65
Lion Umbra

Lion Umbra

Enchantment — Aura

Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has vigilance and reach.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

2.9 /10
$0.16
Sterling Grove

Sterling Grove

Enchantment

Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.

9.7 /10
$3.19
Aerial Modification

Aerial Modification

Enchantment — Aura

Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.
Enchanted creature gets +2/+2 and has flying.

4.7 /10
$0.05
Angelic Shield

Angelic Shield

Enchantment

Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.

5.8 /10
$0.34
Cave Sense

Cave Sense

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

2.3 /10
$0.12
Consuming Ferocity

Consuming Ferocity

Enchantment — Aura

Enchant non-Wall creature
Enchanted creature gets +1/+0.
At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.

1.5 /10
$0.16
Cooperation

Cooperation

Enchantment — Aura

Enchant creature
Enchanted creature has banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

2.6 /10
$0.11
Eternal Thirst

Eternal Thirst

Enchantment — Aura

Enchant creature
Enchanted creature has lifelink and "Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature." (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

8 /10
$0.11
Face of Divinity

Face of Divinity

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.

6.9 /10
$0.11
Fighter Class

Fighter Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

9.3 /10
$2.28
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