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Cards similar to Everlasting Torment (400)

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At Knifepoint

At Knifepoint

Enchantment

As long as it's your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever you commit a crime, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.

5.4 /10
$0.08
Bank Job

Bank Job

Enchantment

At the beginning of your upkeep, exile the bottom creature card of your library. You may cast that card this turn. At the beginning of the next end step, if that card is still exiled, put it into your graveyard and create a Treasure token.

10 /10
--
Keldon Twilight

Keldon Twilight

Enchantment

At the beginning of each player's end step, if no creatures attacked this turn, that player sacrifices a creature they controlled since the beginning of the turn.

2.6 /10
$0.32
Phyrexian Unlife

Phyrexian Unlife

Enchantment

You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)

7.7 /10
$0.25
Ascent of the Worthy

Ascent of the Worthy

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead.
III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.

5.5 /10
$0.07
Iroas God of Victory

Iroas, God of Victory

Legendary Enchantment Creature — God (7/4)

Indestructible
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.

9.5 /10
~$27
Scourge of the Nobilis

Scourge of the Nobilis

Enchantment — Aura

Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has ": This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

5 /10
$0.25
Chromatic Armor

Chromatic Armor

Enchantment — Aura

Enchant creature
As Chromatic Armor enters the battlefield, choose a color.
Chromatic Armor enters the battlefield with a sleight counter on it.
Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color.
: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.

1.8 /10
$1.00
Steel of the Godhead

Steel of the Godhead

Enchantment — Aura

Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.

8.9 /10
$3.42
Grim Feast

Grim Feast

Enchantment

At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into an opponent's graveyard from the battlefield, you gain life equal to its toughness.

4.7 /10
$3.74
Rogue Class

Rogue Class

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.

8.9 /10
$4.52
Soul Link

Soul Link

Enchantment — Aura

Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.

4.4 /10
$0.19
Unflinching Courage

Unflinching Courage

Enchantment — Aura

Enchant creature
Enchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

8.1 /10
$0.20
Treacherous Link

Treacherous Link

Enchantment — Aura

Enchant creature
All damage that would be dealt to enchanted creature is dealt to its controller instead.

3.6 /10
$0.23
Gideons Intervention

Gideon's Intervention

Enchantment

As Gideon's Intervention enters the battlefield, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.

4.1 /10
$0.20
Inner Sanctum

Inner Sanctum

Enchantment

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt to creatures you control.

2.5 /10
$1.47
Protective Sphere

Protective Sphere

Enchantment

, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.)

2.4 /10
$0.22
RuneTail Kitsune Ascendant  RuneTails Essence

Rune-Tail, Kitsune Ascendant // Rune-Tail's Essence

Legendary Creature — Fox Monk // Legendary Enchantment (2/2)

When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant.

Rune-Tail's Essence

Prevent all damage that would be dealt to creatures you control.

8 /10
$2.93
Doom Foretold

Doom Foretold

Enchantment

At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.

6 /10
$0.18
Intimidation Campaign

Intimidation Campaign

Enchantment

When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card.
Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

2.5 /10
$0.11
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