Home / Magic: The Gathering / Ice Age / Call to Arms
Call to Arms
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Call to Arms

rare · Enchantment · Ice Age
$0.44
Low
$0.52
Market
$0.65
High

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

-/-Power / Toughness
{1}{W}Mana Cost
1Prints

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

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Suggested Pricing
$0.44 - $0.65
At the current market price of $0.52.
Average Time to Sell
3 days
At the current market price of $0.52.

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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

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