Enchantment — Aura
Enchant creature
As Chromatic Armor enters, choose a color.
Chromatic Armor enters 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.
Enchantment
As Charm School enters, choose a color and balance Charm School on your head.
Prevent all damage that would be dealt to you by sources of the chosen color.
When Charm School falls off your head, sacrifice Charm School.
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by artifact creatures.
Prevent all damage that would be dealt to enchanted creature by artifact sources.
Enchanted creature can't be the target of abilities from artifact sources.
Enchantment
As Gideon's Intervention enters, 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.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.
Legendary Creature — Angel (5/4)
Flying, vigilance
: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.
: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.
Enchantment Creature — Nymph (2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt to enchanted creature.
Instant
Target creature gets +2/+2 until end of turn. Prevent all damage that would be dealt to that creature this turn by colorless sources.
Creature — Wall (2/4)
Defender (This creature can't attack.)
Protection from white
Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.
Instant
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
Instant
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Artifact Creature — Vedalken Wizard (2/2)
Flash
When Ethersworn Shieldmage enters, prevent all damage that would be dealt to artifact creatures this turn.
Land
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.)
When Glacial Chasm enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Creature — Snake // Instant — Adventure (5/6)
Vigilance
During your turn, prevent all damage that would be dealt to Guardian Naga.
Banishing Coils
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
III — Whenever a creature you control deals combat damage to a player this turn, time travel.
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