Card Codex

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17 May 2024: Card library updated.

Circle of Protection: Green

1W · Enchantment

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

Similar cards

Color identity:
NameManaTypeText
Be'lakor, the Dark Master 3UBRLegendary Creature — Demon Noble Flying Prince of Chaos — When Be'lakor, the Dark Master enters the battlefield, you draw X cards and you lose X life, where X is the number of Demons you control. Lord of Torment — Whenever another Demon enters the battlefield under your control, it deals damage equal to its power to any target. 6/5
Impulsive Return Sorcery Return two cards named Ecstatic Piper from Xenagos's graveyard to the battlefield. At the beginning of combat this turn, Impulsive Return deals damage to each player equal to the number of Revelers on the battlefield.
Goblin Festival 1REnchantment {2}: Goblin Festival deals 1 damage to any target. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival.
Dromad Purebred 4WCreature — Camel Beast Whenever Dromad Purebred is dealt damage, you gain 1 life. 1/5
Skullcrack 1RInstant Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player or planeswalker.
Roiling Terrain 2RRSorcery Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.
Vampirism 1BEnchantment — Aura Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1.
Turn to Mist 1W/UInstant Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Bearer of the Heavens 7RCreature — Giant When Bearer of the Heavens dies, destroy all permanents at the beginning of the next end step. 10/10
Faith's Shield WInstant Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
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