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Classic Sixth Edition — uncommon
Enchantment
Sets Browse has been printed in:
Classic Sixth Edition — uncommon
Enchantment
Sets Browse has been printed in:
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Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
Enchantment — Aura
Enchant creature
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
Enchantment — Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment
: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.
Enchantment
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard from anywhere, exile that card instead.
Enchantment
Lands you control are Plains.
Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Enchantment
Each creature you control can't be blocked by more than one creature.
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Enchantment
Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+0.
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
Enchantment
, Sacrifice two Goblins: Create three 1/1 red Goblin creature tokens.
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