M:tG card similarity search
1W · Instant
Destroy target enchantment and all other enchantments with the same name as that enchantment.
Name | Mana | Type | Text |
---|---|---|---|
Kithkin Spellduster | 4W | Creature — Kithkin Wizard | Flying {1}{W}, Sacrifice Kithkin Spellduster: Destroy target enchantment. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) 2/3 |
Crab Umbra | U | Enchantment — Aura | Enchant creature {2}{U}: Untap enchanted creature. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
Tempting Licid | 2G | Creature — Licid | {G}, {T}: Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {G} to end this effect. All creatures able to block enchanted creature do so. 2/2 |
Kor Sanctifiers | 2W | Creature — Kor Cleric | Kicker {W} (You may pay an additional {W} as you cast this spell.) When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment. 2/3 |
Dark Privilege | 1B | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. |
Calming Licid | 2W | Creature — Licid | {W}, {T}: Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect. Enchanted creature can't attack. 2/2 |
War Priest of Thune | 1W | Creature — Human Cleric | When War Priest of Thune enters the battlefield, you may destroy target enchantment. 2/2 |
All That Glitters | 1W | Enchantment — Aura | Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control. |
Tranquil Path | 4G | Sorcery | Destroy all enchantments. Draw a card. |
Outland Liberator | 1G | Creature — Human Werewolf | {1}, Sacrifice Outland Liberator: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/2 |