Card Codex

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17 May 2024: Card library updated.

Now I Know My ABC's

1UU · Enchantment

At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.

Similar cards

Color identity:
NameManaTypeText
Vrock 3BBCreature — Bird Demon Flying Toxic Spores — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, each opponent loses 3 life. 3/3
Teferi's Curse 1UEnchantment — Aura Enchant artifact or creature Enchanted permanent has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
Tempting Contract 4Artifact At the beginning of your upkeep, each opponent may create a Treasure token. For each opponent who does, you create a Treasure token.
Alchor's Tomb 4Artifact {2}, {T}: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.)
Melancholy 2BEnchantment — Aura Enchant creature When Melancholy enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Melancholy unless you pay {B}.
Thirst 2UEnchantment — Aura Enchant creature When Thirst enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay {U}.
Heidar, Rimewind Master 4ULegendary Creature — Human Wizard {2}, {T}: Return target permanent to its owner's hand. Activate only if you control four or more snow permanents. 3/3
Dreamborn Muse 2UUCreature — Spirit At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand. 2/2
Frenetic Sliver 1URCreature — Sliver All Slivers have "{0}: If this permanent is on the battlefield, flip a coin. If you win the flip, exile this permanent and return it to the battlefield under its owner's control at the beginning of the next end step. If you lose the flip, sacrifice it." 2/2
Vampirism 1BEnchantment — Aura Enchant creature When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1.
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