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17 May 2024: Card library updated.

Crackling Emergence

1R · Enchantment — Aura

Enchant land you control Enchanted land is a 3/3 red Spirit creature with haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.

Similar cards

Color identity:
NameManaTypeText
Bequeathal GEnchantment — Aura Enchant creature When enchanted creature dies, you draw two cards.
Eidolon of Inspiration 1WWEnchantment Creature — Spirit At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn. 2/2
Bog Badger 2GCreature — Badger Kicker {B} (You may pay an additional {B} as you cast this spell.) When Bog Badger enters the battlefield, if it was kicked, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) 3/3
Polluted Bonds 3BBEnchantment Whenever a land enters the battlefield under an opponent's control, that player loses 2 life and you gain 2 life.
Merseine 2UUEnchantment — Aura Enchant creature Merseine enters the battlefield with three net counters on it. Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it. Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
Hopeful Initiate WCreature — Human Warlock Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) {2}{W}, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment. 1/2
Nearheath Chaplain 3WCreature — Human Cleric Lifelink {2}{W}, Exile Nearheath Chaplain from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery. 3/1
Break of Day 1WInstant Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Cemetery Protector 2WWCreature — Human Soldier Flash When Cemetery Protector enters the battlefield, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token. 3/4
Comeuppance 3WInstant Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
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