Enchantment
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing.
At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing.
At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
To double a player’s life total, that player gains as much life as needed so that their life total is twice the number it was before. If their life total was negative, that player loses as much life as needed so that their life total is twice as far below 0 as it was before. Other effects interact with this life gain or loss accordingly.
Legality follows the dated Scryfall catalog snapshot.
For draft and prerelease, check the event’s release and rules. Missing statuses stay unavailable.
Official Magic rules| Format | Status |
|---|---|
| Standard | Not legal |
| Pioneer | Not legal |
| Modern | Not legal |
| Legacy | Not legal |
| Vintage | Not legal |
| Commander | Not legal |
| Oathbreaker | Not legal |
| Alchemy | Not legal |
| Historic | Not legal |
| Brawl | Not legal |
| Comp. Brawl | Not legal |
| Timeless | Not legal |
| Pauper | Not legal |
| Duel | Not legal |
For draft and prerelease, check the event’s release and rules.
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