Card Codex

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17 May 2024: Card library updated.

Prison Term

1WW · Enchantment — Aura

Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.

Similar cards

Color identity:
NameManaTypeText
Ghostly Prison 2WEnchantment Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
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Arms Scavenger 1RCreature — Human Warrior At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card. Equip abilities you activate cost {1} less to activate. 2/2
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Thassa, God of the Sea 2ULegendary Enchantment Creature — God Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. {1}{U}: Target creature you control can't be blocked this turn. 5/5
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Wormfang Crab 3UCreature — Nightmare Crab Wormfang Crab can't be blocked. When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it. When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control. 3/6
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