Card Codex

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17 May 2024: Card library updated.

Hallowed Haunting

2WW · Enchantment

As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."

Similar cards

Color identity:
NameManaTypeText
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Rodeo Pyromancers 3RCreature — Human Mercenary Whenever you cast your first spell each turn, add {R}{R}. 3/4
Mistfire Adept 3UCreature — Human Monk Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, target creature gains flying until end of turn. 3/3
Lightning Volley 3RInstant Until end of turn, creatures you control gain "{T}: This creature deals 1 damage to any target."
Abzan Beastmaster 2GCreature — Dog Shaman At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness. 2/1
Weapons Trainer RWCreature — Human Soldier Ally Other creatures you control get +1/+0 as long as you control an Equipment. 3/2
Cherished Hatchling 1GCreature — Dinosaur When Cherished Hatchling dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters the battlefield, you may have it fight another target creature." 2/1
Gloom 2BEnchantment White spells cost {3} more to cast. Activated abilities of white enchantments cost {3} more to activate.
Crypt Sliver 1BCreature — Sliver All Slivers have "{T}: Regenerate target Sliver." 1/1
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