Card Codex

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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
Orim, Samite Healer 1WWLegendary Creature — Human Cleric {T}: Prevent the next 3 damage that would be dealt to any target this turn. 1/3
Samite Healer 1WCreature — Human Cleric {T}: Prevent the next 1 damage that would be dealt to any target this turn. 1/1
Sanctum Custodian 2WCreature — Human Cleric {T}: Prevent the next 2 damage that would be dealt to any target this turn. 1/2
Orim's Touch WInstant Kicker {1} (You may pay an additional {1} as you cast this spell.) Prevent the next 2 damage that would be dealt to any target this turn. If this spell was kicked, prevent the next 4 damage that would be dealt to that permanent or player this turn instead.
Aven Redeemer 3WCreature — Bird Cleric Flying {T}: Prevent the next 2 damage that would be dealt to any target this turn. 2/2
Palisade Giant 4WWCreature — Giant Soldier All damage that would be dealt to you and other permanents you control is dealt to Palisade Giant instead. 2/7
Silhana Starfletcher 2GCreature — Elf Druid Archer Reach (This creature can block creatures with flying.) As Silhana Starfletcher enters the battlefield, choose a color. {T}: Add one mana of the chosen color. 1/3
Militant Monk 1WWCreature — Human Monk Cleric Vigilance {T}: Prevent the next 1 damage that would be dealt to any target this turn. 2/1
Horn of Deafening 4Artifact {2}, {T}: Prevent all combat damage that would be dealt by target creature this turn.
Safeguard 3WWEnchantment {2}{W}: Prevent all combat damage that would be dealt by target creature this turn.
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