Home / Magic: The Gathering / March of the Machine / Seal from Existence
Seal from Existence
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment

Seal from Existence

uncommon · Enchantment · March of the Machine
$0.12
Low
$0.14
Market
$0.18
High

Oracle Text

Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Card Details

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

Character Background

Seal from Existence is a clean, elegant piece of white interaction that fits best in control and midrange shells, especially any deck that wants to stall the board while converting mana into inevitability. At three mana, it acts like a temporary exile answer to almost anything nonland—creature, planeswalker, artifact, or even a troublesome enchantment—while Ward {3} makes it annoyingly difficult to remove on the follow-up, forcing opponents to spend extra resources just to get their permanent back. In practice, that makes it excellent for tempo-positive play: you not only answer a threat, you make their next turn awkward too. It pairs naturally with blink or enchantment-matters strategies, since repeatedly rebuying the enter-the-battlefield trigger with effects like teleport-style flicker cards can create huge swings. In Limited, it is premium removal; in Constructed, it shines as a versatile maindeck or sideboard tool when you want one card to stabilize the game and pressure the opponent’s resources.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.12 - $0.18
At the current market price of $0.14.
Average Time to Sell
3 days
At the current market price of $0.14.

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Character Background

Seal from Existence is a clean, elegant piece of white interaction that fits best in control and midrange shells, especially any deck that wants to stall the board while converting mana into inevitability. At three mana, it acts like a temporary exile answer to almost anything nonland—creature, planeswalker, artifact, or even a troublesome enchantment—while Ward {3} makes it annoyingly difficult to remove on the follow-up, forcing opponents to spend extra resources just to get their permanent back. In practice, that makes it excellent for tempo-positive play: you not only answer a threat, you make their next turn awkward too. It pairs naturally with blink or enchantment-matters strategies, since repeatedly rebuying the enter-the-battlefield trigger with effects like teleport-style flicker cards can create huge swings. In Limited, it is premium removal; in Constructed, it shines as a versatile maindeck or sideboard tool when you want one card to stabilize the game and pressure the opponent’s resources.

Generated using gpt-5.4-mini · Updated at 2026-08-21 18:10:44 UTC

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