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Vigor
Vigor 3GreenGreenGreen (6)
Creature — Elemental Incarnation (6/6)

Trample

If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.

When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.

Magic The Gathering—Fallout (Rare)
Other Versions
Lorwyn (Rare)
Battlebond (Rare)
Vine Snare
Vine Snare 2Green (3)
Instant

Prevent all combat damage that would be dealt this turn by creatures with power 4 or less.

Magic Origins (Common)
Volcano Hellion
Volcano Hellion 2RedRed (4)
Creature — Hellion (6/5)

Volcano Hellion has echo Variable Colorless, where X is your life total. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Volcano Hellion enters, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.

Planar Chaos (Rare)
Wall of Putrid Flesh
Wall of Putrid Flesh 2Black (3)
Creature — Wall (2/4)

Defender (This creature can't attack.)

Protection from white

Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.

Legends (Uncommon)
Wall of Shadows
Wall of Shadows 1BlackBlack (3)
Creature — Wall (0/1)

Defender (This creature can't attack.)

Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking.

Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.

Chronicles (Common)
Other Versions
Legends (Common)
Wall of Vapor
Wall of Vapor 3Blue (4)
Creature — Wall (0/1)

Defender (This creature can't attack.)

Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.

Chronicles (Common)
Other Versions
Legends (Common)
Wandering Mage
Wandering Mage WhiteBlueBlack (3)
Creature — Human Cleric Wizard (0/3)

White, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

Blue: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

Black, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.

Masters Edition III (Rare)
Other Versions
Alliances (Rare)
Warning
Warning White (1)
Instant

Prevent all combat damage that would be dealt by target attacking creature this turn.

Masters Edition II (Common)
Other Versions
Ice Age (Common)
Weeping Angel
Weeping Angel 1BlueBlack (3)
Artifact Creature — Alien Angel (2/2)

Flash

First strike, vigilance

Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn.

If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.

Doctor Who Commander (Rare)
Wellgabber Apothecary
Wellgabber Apothecary 4White (5)
Creature — Merfolk Cleric (2/3)

1White: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.

Lorwyn (Common)
Well-Laid Plans
Well-Laid Plans 2Blue (3)
Enchantment

Prevent all damage that would be dealt to a creature by another creature if they share a color.

Invasion (Rare)
Whippoorwill
Whippoorwill Green (1)
Creature — Bird (1/1)

GreenGreen, Tap: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another permanent or player. When the creature dies this turn, exile the creature.

The Dark (Uncommon)
Wild Slash
Wild Slash Red (1)
Instant

Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn.

Wild Slash deals 2 damage to any target.

Fate Reforged (Uncommon)
Winds of Qal Sisma
Winds of Qal Sisma 1Green (2)
Instant

Prevent all combat damage that would be dealt this turn.

Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.

Fate Reforged (Uncommon)
Winter's Chill
Winter's Chill Variable ColorlessBlue (1)
Instant

Cast this spell only during combat before blockers are declared.

X can't be greater than the number of snow lands you control.

Choose X target attacking creatures. For each of those creatures, its controller may pay 1 or 2. If that player doesn't, destroy that creature at end of combat. If that player pays only 1, prevent all combat damage that would be dealt to and dealt by that creature this combat.

Ice Age (Rare)
Withstand
Withstand 2White (3)
Instant

Prevent the next 3 damage that would be dealt to any target this turn.

Draw a card.

Guildpact (Common)
Wojek Apothecary
Wojek Apothecary 2WhiteWhite (4)
Creature — Human Cleric (1/1)

Radiance — Tap: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.

Ravnica: City of Guilds (Uncommon)
Woolly Razorback
Woolly Razorback 2WhiteWhite (4)
Creature — Boar Beast (7/7)

Woolly Razorback enters with three ice counters on it.

As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender.

Whenever Woolly Razorback blocks, remove an ice counter from it.

Coldsnap (Rare)
You Look Upon the Tarrasque
You Look Upon the Tarrasque 4Green (5)
Instant

Choose one —

• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.

• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.

Commander Legends: Battle for Baldur's Gate (Uncommon)
Zealot il-Vec
Zealot il-Vec 2White (3)
Creature — Human Rebel (1/1)

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.

Time Spiral (Common)
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