Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Mystic Veil

1U · Enchantment — Aura

You may cast Mystic Veil as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Similar cards

Color identity:
NameManaTypeText
Heal WInstant Prevent the next 1 damage that would be dealt to any target this turn. Draw a card at the beginning of the next turn's upkeep.
Swift Maneuver 1WInstant Prevent the next 2 damage that would be dealt to any target this turn. Draw a card at the beginning of the next turn's upkeep.
Temporal Distortion 3UUEnchantment Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
A-Master of Winds 2UUCreature — Sphinx Wizard Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn. 1/5
Vantress Paladin 3UCreature — Human Knight Flying Adamant — If at least three blue mana was spent to cast this spell, Vantress Paladin enters the battlefield with a +1/+1 counter on it. 2/2
Gale, Storm Conduit 3URLegendary Creature — Human Wizard Whenever you cast an instant or sorcery spell, Gale, Storm Conduit perpetually gains "Creatures you control get +1/+0." 4/5
Aurora Eidolon 3WCreature — Spirit {W}, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to any target this turn. Whenever you cast a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand. 2/2
Crystallization G/UWEnchantment — Aura Enchant creature Enchanted creature can't attack or block. When enchanted creature becomes the target of a spell or ability, exile that creature.
Almost Perfect 4GWEnchantment — Aura Enchant creature Enchanted creature has base power and toughness 9/10 and has indestructible.
Consuming Ferocity 1REnchantment — Aura Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.
Page 188