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Cards similar to Sanctimony (400)

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Seal Away

Seal Away

Enchantment

Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.

5.5 /10
$0.07
Soul Tithe

Soul Tithe

Enchantment — Aura

Enchant nonland permanent
At the beginning of the upkeep of enchanted permanent's controller, that player sacrifices it unless they pay , where X is its mana value.

5.1 /10
$0.13
Strength of Isolation

Strength of Isolation

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+2 and has protection from black.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

2.1 /10
$0.25
Suppression Field

Suppression Field

Enchantment

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

6.8 /10
$1.06
Tenuous Truce

Tenuous Truce

Enchantment — Aura

Enchant opponent
At the beginning of enchanted opponent's end step, you and that player each draw a card.
When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice Tenuous Truce.

8.6 /10
$2.21
Together Forever

Together Forever

Enchantment

When Together Forever enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.

9.1 /10
$0.14
Twinblade Geist  Twinblade Invocation

Twinblade Geist // Twinblade Invocation

Creature — Spirit Warrior // Enchantment — Aura (1/1)

Double strike
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Twinblade Invocation

Enchant creature
Enchanted creature has double strike.
If Twinblade Invocation would be put into a graveyard from anywhere, exile it instead.

6.3 /10
$0.10
A Tale for the Ages

A Tale for the Ages

Enchantment

Enchanted creatures you control get +2/+2.

5.6 /10
$0.27
Absolute Grace

Absolute Grace

Enchantment

All creatures have protection from black.

3.9 /10
$0.47
Absolute Law

Absolute Law

Enchantment

All creatures have protection from red.

3.8 /10
$0.45
Angelic Gift

Angelic Gift

Enchantment — Aura

Enchant creature
When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.

9 /10
$0.11
Assemble the Players

Assemble the Players

Enchantment

You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.

6.8 /10
$0.19
Benevolent Blessing

Benevolent Blessing

Enchantment — Aura

Flash
Enchant creature
As Benevolent Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.

8.6 /10
$0.13
Blessing

Blessing

Enchantment — Aura

Enchant creature
: Enchanted creature gets +1/+1 until end of turn.

3.3 /10
$1.61
Bonds of Faith

Bonds of Faith

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.

4.5 /10
$0.15
Brave the Sands

Brave the Sands

Enchantment

Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.

9.4 /10
$2.97
Brilliant Halo

Brilliant Halo

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+2.
When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.

4.6 /10
--
Cagemail

Cagemail

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2 and can't attack.

0.8 /10
$0.06
Call to Serve

Call to Serve

Enchantment — Aura

Enchant nonblack creature
Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.

3.8 /10
$0.10
Case of the Gateway Express

Case of the Gateway Express

Enchantment — Case

When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.

3.4 /10
$0.18
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