A Good Thing
Enchantment
(CMC 6)
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.
- [CMB1] Mystery Booster Playtest Cards 2019 #86 (R)