M:tG card similarity search
1U · Enchantment — Aura
Flash Enchant creature you control When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
Name | Mana | Type | Text |
---|---|---|---|
Mortal Wound | G | Enchantment — Aura | Enchant creature When enchanted creature is dealt damage, destroy it. |
Captured by Lagacs | 1GW | Enchantment — Aura | Enchant creature Enchanted creature can't attack or block. When Captured by Lagacs enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two target creatures.) |
Primal Frenzy | G | Enchantment — Aura | Enchant creature Enchanted creature has trample. |
Motion Sickness | 3U | Enchantment — Aura | Enchant creature When Motion Sickness enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Whenever you visit an Attraction, you may attach Motion Sickness to target tapped creature. |
Angelic Destiny | 2WW | Enchantment — Aura | Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand. |
Yavimaya Enchantress | 2G | Creature — Human Druid | Yavimaya Enchantress gets +1/+1 for each enchantment on the battlefield. 2/2 |
Sentinel's Eyes | W | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) |
Aether Tunnel | 1U | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+0 and can't be blocked. |
Tricks of the Trade | 3U | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+0 and can't be blocked. |
Karfell Kennel-Master | 4B | Creature — Zombie Berserker | When Karfell Kennel-Master enters the battlefield, up to two target creatures each get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) 4/4 |