Card Codex

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17 May 2024: Card library updated.

Death Watch

B · Enchantment — Aura

Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness.

Similar cards

Color identity:
NameManaTypeText
Bilbo, Birthday Celebrant WBGLegendary Creature — Halfling Rogue If you would gain life, you gain that much life plus 1 instead. {2}{W}{B}{G}, {T}, Exile Bilbo, Birthday Celebrant: Search your library for any number of creature cards, put them onto the battlefield, then shuffle. Activate only if you have 111 or more life. 2/3
Malakir Familiar 2BCreature — Bat Flying, deathtouch Whenever you gain life, Malakir Familiar gets +1/+1 until end of turn. 2/1
Fowl Play 2UEnchantment — Aura Enchant creature Enchanted creature loses all abilities and is a Bird creature with base power and toughness 1/1.
Hateful Eidolon BEnchantment Creature — Spirit Lifelink Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it. 1/2
Bill the Pony 3WLegendary Creature — Horse When Bill the Pony enters the battlefield, create two Food tokens. (They're artifacts with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") Sacrifice a Food: Until end of turn, target creature you control assigns combat damage equal to its toughness rather than its power. 1/4
Selfless Exorcist 3WWCreature — Human Cleric {T}: Exile target creature card from a graveyard. That card deals damage equal to its power to Selfless Exorcist. 3/4
Engulf the Shore 3UInstant Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Hammer Jammer 3RCreature — Goblin Warrior As Hammer Jammer enters the battlefield, roll a six-sided die. Hammer Jammer enters the battlefield with a number of +1/+1 counters on it equal to the result. Whenever you roll a die, remove all +1/+1 counters from Hammer Jammer, then put a number of +1/+1 counters on it equal to the result. 0/0
A Good Thing 4WBEnchantment Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing. At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
Courageous Resolve 2WInstant Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
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