Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Charm School

2W · Enchantment

As Charm School enters the battlefield, 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.

Similar cards

Color identity:
NameManaTypeText
Sonic Screwdriver 3Artifact {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn.
Invading Manticore 5RCreature — Zombie Manticore When Invading Manticore enters the battlefield, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) 4/5
Serpentine Spike 5RRSorcery Devoid (This card has no color.) Serpentine Spike deals 2 damage to target creature, 3 damage to another target creature, and 4 damage to a third target creature. If a creature dealt damage this way would die this turn, exile it instead.
Relentless Rohirrim 3RCreature — Human Knight When Relentless Rohirrim enters the battlefield, the Ring tempts you. 4/3
Goliath Paladin 4WCreature — Giant Knight Vigilance When Goliath Paladin enters the battlefield, you take the initiative. 3/6
Might of the Nephilim 1GInstant Target creature gets +2/+2 until end of turn for each of its colors.
Jade Monolith 4Artifact {1}: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.
By Invitation Only 3WWSorcery Choose a number between 0 and 13. Each player sacrifices that many creatures.
Wojek Embermage 3RCreature — Human Wizard Radiance — {T}: Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it. 1/2
Impulsive Maneuvers 2RREnchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
Page 152