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1 – 20 of 26 cards where the card types include “world enchantment”

Arboria (Dominaria Remastered #149)

Arboria {2}{G}{G}

World Enchantment

Creatures can’t attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.

As the world steeled itself for the New Phyrexian invasion, the heart of the Pinelands awoke, and a new maro-sorcerer strode forth to join the fight.

Illustrated by Uriah Voth

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Bazaar of Wonders (Mirage #55)

Bazaar of Wonders {3}{U}{U}

World Enchantment

When Bazaar of Wonders enters the battlefield, exile all graveyards.

Whenever a player casts a spell, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is on the battlefield.

Illustrated by Liz Danforth

Part of the Reserved List

Standard
Alchemy
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Modern
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Caverns of Despair (Legends #136)

Caverns of Despair {2}{R}{R}

World Enchantment

No more than two creatures can attack each combat.

No more than two creatures can block each combat.

Illustrated by Harold McNeill

Part of the Reserved List

Standard
Alchemy
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Modern
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Chaosphere (Mirage #164)

Chaosphere {2}{R}

World Enchantment

Creatures with flying can block only creatures with flying.

Creatures without flying have reach. (They can block creatures with flying.)

“I dance the nothing dance, / Feet in the air, knives in the ground.”
—Femeref chant

Illustrated by Steve Luke

Part of the Reserved List

Standard
Alchemy
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Modern
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Concordant Crossroads (Double Masters 2022 #141)

Concordant Crossroads {G}

World Enchantment

All creatures have haste.

The wolf closed in. But then a strange wind whispered through the leaves, and with a burst of speed, the deer surged forward out of reach.

Illustrated by Alayna Danner

Standard
Alchemy
Pioneer
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Modern
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Brawl
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Timeless
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Elkin Lair (Visions #78)

Elkin Lair {3}{R}

World Enchantment

At the beginning of each player’s upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn’t played the card, they put it into their graveyard.

Illustrated by Jerry Tiritilli

Part of the Reserved List

Standard
Alchemy
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Modern
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Eye of Singularity (Visions #4)

Eye of Singularity {3}{W}

World Enchantment

When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can’t be regenerated.

Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can’t be regenerated.

Illustrated by Eric Peterson

Part of the Reserved List

Standard
Alchemy
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Modern
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Field of Dreams (Legends #55)

Field of Dreams {U}

World Enchantment

Players play with the top card of their libraries revealed.

Some people say that the world is round, and if you travel far enough you’ll come to the other side, where everything is upside down.

Illustrated by Kaja Foglio

Part of the Reserved List

Standard
Alchemy
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Modern
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Forsaken Wastes (Mirage #125)

Forsaken Wastes {2}{B}

World Enchantment

Players can’t gain life.

At the beginning of each player’s upkeep, that player loses 1 life.

Whenever Forsaken Wastes becomes the target of a spell, that spell’s controller loses 5 life.

Illustrated by Kev Walker

Part of the Reserved List

Standard
Alchemy
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Modern
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Gravity Sphere (Legends #151)

Gravity Sphere {2}{R}

World Enchantment

All creatures lose flying.

On the morning of the Battle of Gal-Shan, the Sorcerer’s cry rang out: “Let no bird fly, let no creature take wing, let all the battle join as one.”

Illustrated by Brian Snõddy

Part of the Reserved List

Standard
Alchemy
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Hall of Gemstone (Mirage #221)

Hall of Gemstone {1}{G}{G}

World Enchantment

At the beginning of each player’s upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.

Illustrated by David A. Cherry

Part of the Reserved List

Standard
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In the Eye of Chaos (Masters Edition IV #51)

In the Eye of Chaos {2}{U}

World Enchantment

Whenever a player casts an instant spell, counter it unless that player pays {X}, where X is its mana value.

Illustrated by Brian Snõddy

Part of the Reserved List

Standard
Alchemy
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Modern
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Koskun Falls (Homelands #55)

Koskun Falls {2}{B}{B}

World Enchantment

At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.

Creatures can’t attack you unless their controller pays {2} for each creature they control that’s attacking you.

Illustrated by Rob Alexander

Part of the Reserved List

Standard
Alchemy
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Modern
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Land's Edge (Chronicles #52)

Land's Edge {1}{R}{R}

World Enchantment

Discard a card: If the discarded card was a land card, Land’s Edge deals 2 damage to target player or planeswalker. Any player may activate this ability.

Illustrated by Brian Snõddy

Standard
Alchemy
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Modern
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Living Plane (Masters Edition III #127)

Living Plane {2}{G}{G}

World Enchantment

All lands are 1/1 creatures that are still lands.

Illustrated by Bryon Wackwitz

Part of the Reserved List

Standard
Alchemy
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Modern
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Mystic Decree (Masters Edition IV #53)

Mystic Decree {2}{U}{U}

World Enchantment

All creatures lose flying and islandwalk.

“Curse Reveka, and curse her coddled conjurers. Their sorcerers’ school shall yet be ours.”
—Irini Sengir

Illustrated by Liz Danforth

Part of the Reserved List

Standard
Alchemy
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Modern
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Nether Void (Masters Edition III #73)

Nether Void {3}{B}

World Enchantment

Whenever a player casts a spell, counter it unless that player pays {3}.

These days, some wizards are finding that they have a little too much spell left at the end of their mana.

Illustrated by Harold McNeill

Part of the Reserved List

Standard
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Modern
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Null Chamber (Mirage #31)

Null Chamber {3}{W}

World Enchantment

As Null Chamber enters the battlefield, you and an opponent each choose a card name other than a basic land card name.

Spells with the chosen names can’t be cast and lands with the chosen names can’t be played.

Discovered by Femeref mages, the Null Chamber is the ultimate testing ground for the uncreative.

Illustrated by Douglas Shuler

Part of the Reserved List

Standard
Alchemy
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Modern
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Pillar Tombs of Aku (Visions #67)

Pillar Tombs of Aku {2}{B}{B}

World Enchantment

At the beginning of each player’s upkeep, that player may sacrifice a creature. If that player doesn’t, they lose 5 life and you sacrifice Pillar Tombs of Aku.

“Aku, City of Hidden Graves / Aku, City of Lost Kings / Aku, welcome me.”
—Pillar tomb inscription

Illustrated by Terese Nielsen

Part of the Reserved List

Standard
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Revelation (Chronicles #68)

Revelation {G}

World Enchantment

Players play with their hands revealed.

“Many are in high place, and of renown: but mysteries are revealed unto the meek.” —Ecclesiasticus 3:19

Illustrated by Kaja Foglio

Standard
Alchemy
Pioneer
Explorer
Modern
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Legacy
Brawl
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Timeless
Commander
Pauper
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Penny
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