Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Echoing Calm

1W · Instant

Destroy target enchantment and all other enchantments with the same name as that enchantment.

Similar cards

Color identity:
NameManaTypeText
Kithkin Spellduster 4WCreature — 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 UEnchantment — 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 2GCreature — 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 2WCreature — 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 1BEnchantment — Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
Calming Licid 2WCreature — 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 1WCreature — Human Cleric When War Priest of Thune enters the battlefield, you may destroy target enchantment. 2/2
All That Glitters 1WEnchantment — Aura Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Tranquil Path 4GSorcery Destroy all enchantments. Draw a card.
Outland Liberator 1GCreature — 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
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