Card Codex

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17 May 2024: Card library updated.

Circle of Protection: Black

1W · Enchantment

{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Similar cards

Color identity:
NameManaTypeText
Galvanic Blast RInstant Galvanic Blast deals 2 damage to any target. Metalcraft — Galvanic Blast deals 4 damage instead if you control three or more artifacts.
Rite of Belzenlok 2BBEnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this creature deals 6 damage to you."
Headless Rider 2BCreature — Zombie Whenever Headless Rider or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token. 3/1
Undead Servant 3BCreature — Zombie When Undead Servant enters the battlefield, create a 2/2 black Zombie creature token for each card named Undead Servant in your graveyard. 3/2
Righteous War 1WBEnchantment White creatures you control have protection from black. Black creatures you control have protection from white.
Wine of Blood and Iron 3Artifact {4}: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice Wine of Blood and Iron at the beginning of the next end step.
Mogis, God of Slaughter 2BRLegendary Enchantment Creature — God Indestructible As long as your devotion to black and red is less than seven, Mogis isn't a creature. At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature. 7/5
Doomed Dissenter 1BCreature — Human When Doomed Dissenter dies, create a 2/2 black Zombie creature token. 1/1
Sentinel Tower 4Artifact Whenever an instant or sorcery spell is cast during your turn, Sentinel Tower deals damage to any target equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.
Swallow the Hero Whole Sorcery Each player exiles a creature they control. Until the Hydra's next turn, when a Head leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
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