M:tG card similarity search
3G · Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
| Name | Mana | Type | Text |
|---|---|---|---|
| Tranquil Domain | 1G | Instant | Destroy all non-Aura enchantments. |
| Vision Skeins | 1U | Instant | Each player draws two cards. |
| Second Sunrise | 1WW | Instant | Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn. |
| Predator's Gambit | B | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+1. Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) |
| Sundering Titan | 8 | Artifact Creature — Golem | When Sundering Titan enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands. 7/10 |
| Abzan Runemark | 2W | Enchantment — Aura | Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent. |
| Spirit Away | 5UU | Enchantment — Aura | Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying. |
| Waker of the Wilds | 2GG | Creature — Merfolk Shaman | {X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land. 3/3 |
| White Ward | W | Enchantment — Aura | Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. |
| Seize the Day | 3R | Sorcery | Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |