Viewing offers in Near Mint condition
Call to Arms
Oracle Text
As this enchantment enters, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.
Card Details
Set
Character Background
Call to Arms is a narrow but clever Ice Age enchantment that rewards white decks for playing the long game while pressuring a specific opponent’s board composition. In practice, it best supports a tempo-leaning or midrange-white strategy, where even a modest global +1/+1 boost can swing combat and force unfavorable blocks. The real challenge is keeping the chosen color dominant on the opponent’s nontoken permanents, so this works best when you can scout their deck and pick a color they naturally overcommit to, then punish them with efficient white creatures. It pairs well with protection from the chosen color or with cards that limit color diversity on the opponent’s board, since the enchantment falls off the moment the color balance shifts or ties. In multiplayer, its targeting makes it less reliable, but in one-on-one games it can feel like a battlefield decree: white troops rally under a single standard while the enemy’s palette determines whether the blessing holds.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Call to Arms
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Call to Arms is a narrow but clever Ice Age enchantment that rewards white decks for playing the long game while pressuring a specific opponent’s board composition. In practice, it best supports a tempo-leaning or midrange-white strategy, where even a modest global +1/+1 boost can swing combat and force unfavorable blocks. The real challenge is keeping the chosen color dominant on the opponent’s nontoken permanents, so this works best when you can scout their deck and pick a color they naturally overcommit to, then punish them with efficient white creatures. It pairs well with protection from the chosen color or with cards that limit color diversity on the opponent’s board, since the enchantment falls off the moment the color balance shifts or ties. In multiplayer, its targeting makes it less reliable, but in one-on-one games it can feel like a battlefield decree: white troops rally under a single standard while the enemy’s palette determines whether the blessing holds.
Generated using gpt-5.4-mini · Updated at 2026-08-11 13:40:44 UTC
