Card Codex

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17 May 2024: Card library updated.

Prismatic Circle

2W · Enchantment

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) As Prismatic Circle enters the battlefield, choose a color. {1}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Similar cards

Color identity:
NameManaTypeText
Kurbis, Harvest Celebrant XGGLegendary Creature — Treefolk Kurbis, Harvest Celebrant enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it. 0/0
Rootrider Faun 1GCreature — Satyr Scout {T}: Add {G}. {1}, {T}: Add one mana of any color. 1/3
Gemstone Caverns Legendary Land If Gemstone Caverns is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand. {T}: Add {C}. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Throw from the Saddle 1GSorcery Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control.
Arcane Adaptation 2UEnchantment As Arcane Adaptation enters the battlefield, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Glamerdye 1UInstant Change the text of target spell or permanent by replacing all instances of one color word with another. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sleight of Mind UInstant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)
Might of the Nephilim 1GInstant Target creature gets +2/+2 until end of turn for each of its colors.
Saving Grace 1WEnchantment — Aura Flash Enchant creature you control When Saving Grace enters the battlefield, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead. Enchanted creature gets +0/+3.
Coalition Victory 3WUBRGSorcery You win the game if you control a land of each basic land type and a creature of each color.
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