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17 May 2024: Card library updated.

Wound Reflection

5B · Enchantment

At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Similar cards

Color identity:
NameManaTypeText
Gríma Wormtongue 2BLegendary Creature — Human Advisor Your opponents can't gain life. {T}, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2. 1/4
Heartless Hidetsugu 3RRLegendary Creature — Ogre Shaman {T}: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down. 4/3
Tanuki Transplanter 3GArtifact Creature — Equipment Dog Whenever Tanuki Transplanter or equipped creature attacks, add an amount of {G} equal to its power. Until end of turn, you don't lose this mana as steps and phases end. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 2/4
Nylea's Disciple 2GGCreature — Centaur Archer When Nylea's Disciple enters the battlefield, you gain life equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.) 3/3
Diamond Valley Land {T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
Stabwhisker the Odious Legendary Creature — Rat Shaman At the beginning of each opponent's upkeep, that player loses 1 life for each card fewer than three in their hand. 3/3
Everybody Lives! 1WInstant All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
Twinblade Assassins 3BGCreature — Elf Assassin At the beginning of your end step, if a creature died this turn, draw a card. 5/4
Shadowheart, Cleric of Graves 1BBLegendary Creature — Human Elf Cleric Deathtouch, lifelink At the beginning of your end step, Shadowheart, Cleric of Graves deals 1 damage to each player. 4/4
Courageous Resolve 2WInstant Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
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