Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Curse of Wizardry

2BB · Enchantment

As Curse of Wizardry enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life.

Similar cards

Color identity:
NameManaTypeText
Bloodbond March 2BGEnchantment Whenever a player casts a creature spell, each player returns all cards with the same name as that spell from their graveyard to the battlefield.
Withering Boon 1BInstant As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
Kemba's Skyguard 1WWCreature — Cat Knight Flying When Kemba's Skyguard enters the battlefield, you gain 2 life. 2/2
Dawnhart Geist 1WCreature — Spirit Warlock Whenever you cast an enchantment spell, you gain 2 life. 1/3
Sandsteppe Scavenger 4GCreature — Dog Scout When Sandsteppe Scavenger enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) 2/2
Empty-Shrine Kannushi WCreature — Human Cleric Empty-Shrine Kannushi has protection from the colors of permanents you control. 1/1
Pale Wayfarer 5WWCreature — Spirit Giant {2}{W}{W}, {Q}: Target creature gains protection from the color of its controller's choice until end of turn. ({Q} is the untap symbol.) 4/4
Nikara, Lair Scavenger 2BLegendary Creature — Human Cleric Partner with Yannik, Scavenging Sentinel (When this creature enters the battlefield, target player may put Yannik into their hand from their library, then shuffle.) Menace Whenever another creature you control leaves the battlefield, if it had one or more counters on it, you draw a card and you lose 1 life. 2/2
Grasping Thrull 3WBCreature — Thrull Flying When Grasping Thrull enters the battlefield, it deals 2 damage to each opponent and you gain 2 life. 3/3
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.
Page 126