Card Codex

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17 May 2024: Card library updated.

Circle of Protection: Black

1W · Enchantment

{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Similar cards

Color identity:
NameManaTypeText
Searing Blood RRInstant Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
Simian Sling RArtifact Creature — Equipment Monkey Equipped creature gets +1/+1. Whenever Simian Sling or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.) 1/1
Pride of Lions 3GGCreature — Cat You may have Pride of Lions assign its combat damage as though it weren't blocked. 4/4
Knollspine Invocation 1RREnchantment {X}, Discard a card with mana value X: Knollspine Invocation deals X damage to any target.
Welder Automaton 2Artifact Creature — Construct {3}{R}: Welder Automaton deals 1 damage to each opponent. 2/1
Unforge 2RInstant Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature.
Molten Echoes 2RREnchantment As Molten Echoes enters the battlefield, choose a creature type. Whenever a nontoken creature of the chosen type enters the battlefield under your control, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Memory Jar 5Artifact {T}, Sacrifice Memory Jar: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
Meteor Blast XRRRSorcery Meteor Blast deals 4 damage to each of X targets.
White Shield Crusader WWCreature — Human Knight Protection from black {W}: White Shield Crusader gains flying until end of turn. {W}{W}: White Shield Crusader gets +1/+0 until end of turn. 2/1
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