Card Codex

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17 May 2024: Card library updated.

Sheltering Prayers

W · Enchantment

Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)

Similar cards

Color identity:
NameManaTypeText
Roiling Regrowth 2GInstant Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle Angels of Tyr 2WWCreature — Angel Knight Flying, myriad Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player. 4/4
Overabundance 1RGEnchantment Whenever a player taps a land for mana, that player adds one mana of any type that land produced, and Overabundance deals 1 damage to the player.
Harmonious Emergence 3GEnchantment — Aura Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Squandered Resources BGEnchantment Sacrifice a land: Add one mana of any type the sacrificed land could produce.
Temple of the False God Land {T}: Add {C}{C}. Activate only if you control five or more lands.
Fight or Flight 3WEnchantment At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
Sea God's Revenge 5USorcery Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Ruin Crab UCreature — Crab Landfall — Whenever a land enters the battlefield under your control, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.) 0/3
Arcane Lighthouse Land {T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
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