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17 May 2024: Card library updated.

One Thousand Lashes

2WB · Enchantment — Aura

Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.

Similar cards

Color identity:
NameManaTypeText
Oni Possession 2BEnchantment — Aura Enchant creature At the beginning of your upkeep, sacrifice a creature. Enchanted creature gets +3/+3 and has trample. Enchanted creature is a Demon Spirit.
Familiar Ground 2GEnchantment Each creature you control can't be blocked by more than one creature.
Blood Hypnotist 2RCreature — Vampire Blood Hypnotist can't block. Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn. 3/3
Public Enemy 2UEnchantment — Aura Enchant creature All creatures attack enchanted creature's controller each combat if able. When enchanted creature dies, draw a card.
Veteran's Voice REnchantment — Aura Enchant creature you control Tap enchanted creature: Target creature other than the creature tapped this way gets +2/+1 until end of turn. Activate only if enchanted creature is untapped.
Vine Mare 2GGCreature — Elemental Horse Hexproof (This creature can't be the target of spells or abilities your opponents control.) Vine Mare can't be blocked by black creatures. 5/3
Contaminated Ground 1BEnchantment — Aura Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.
Celestine Reef Plane — Luvion Creatures without flying or islandwalk can't attack. Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
Artful Dodge USorcery Target creature can't be blocked this turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Academic Probation 1WSorcery — Lesson Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
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