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17 May 2024: Card library updated.

Happily Ever After

2W · Enchantment

When Happily Ever After enters the battlefield, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.

Similar cards

Color identity:
NameManaTypeText
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Arterial Flow 1BBSorcery Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
Wandering Graybeard 3WWCreature — Giant Wizard Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life. 4/4
Prism Ring 1Artifact As Prism Ring enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life.
Feed the Swarm 1BSorcery Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Diamond Mare 2Artifact Creature — Horse As Diamond Mare enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life. 1/3
Shadow of Mortality 13BBCreature — Avatar If your life total is less than your starting life total, this spell costs {X} less to cast, where X is the difference. 7/7
Devour Flesh 1BInstant Target player sacrifices a creature, then gains life equal to that creature's toughness.
Tribute to Hunger 2BInstant Target opponent sacrifices a creature. You gain life equal to that creature's toughness.
Navigator's Compass 1Artifact When Navigator's Compass enters the battlefield, you gain 3 life. {T}: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
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