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17 May 2024: Card library updated.

Defensive Formation

W · Enchantment

Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.

Similar cards

Color identity:
NameManaTypeText
Reckless Imp 2BCreature — Imp Flying Reckless Imp can't block. Dash {1}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) 2/2
Talruum Champion 4RCreature — Minotaur First strike Whenever Talruum Champion blocks or becomes blocked by a creature, that creature loses first strike until end of turn. 3/3
Pugnacious Hammerskull 2GCreature — Dinosaur Whenever Pugnacious Hammerskull attacks while you don't control another Dinosaur, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 6/6
Sphere of Safety 4WEnchantment Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
Ascending Aven 2UUCreature — Bird Soldier Flying Ascending Aven can block only creatures with flying. Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 3/2
Greatbow Doyen 4GCreature — Elf Archer Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller. 2/4
Longtusk Stalker GCreature — Cat Whenever Longtusk Stalker enters the battlefield or attacks, you get {E}. Pay {E}{E}: Longtusk Stalker perpetually gets +1/+0. You may choose a creature card in your hand. If you do, that card perpetually gets +1/+0. 1/1
Instill Energy GEnchantment — Aura Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Unstable Robot Dragon Stickers {TK}{TK} — {1}: Switch this creature's power and toughness until end of turn. {TK}{TK}{TK}{TK} — Whenever this creature attacks, it gets +5/+5 until end of turn. {TK}{TK} — 3/2 {TK}{TK}{TK} — 2/7
Charm School 2WEnchantment 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.
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