Declaration of Naught
Morningtide — rare
Enchantment
As Declaration of Naught enters the battlefield, choose a card name.
: Counter target spell with the chosen name.
Every story, even a faerie tale, comes to an end.
Morningtide — rare
Enchantment
As Declaration of Naught enters the battlefield, choose a card name.
: Counter target spell with the chosen name.
Every story, even a faerie tale, comes to an end.
TCGPlayer low price:
Buy now! ▶Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Scry 2.
II — Choose a card name.
III — When you cast a spell with the chosen name for the first time this turn, draw two cards.
IV — Look at the top card of each player's library.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
As Illusionary Terrain enters the battlefield, choose two basic land types.
Basic lands of the first chosen type are the second chosen type.
Enchantment — Aura
Enchant land
As Convincing Mirage enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
Enchantment — Aura
Enchant creature
As Metamorphic Alteration enters the battlefield, choose a creature.
Enchanted creature is a copy of the chosen creature.
Enchantment — Aura
Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Cycling (, Discard this card: Draw a card.)
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Wings from your graveyard to the battlefield attached to that creature.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a Cursed Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
II — Scry 2.
III — When you cast your next instant or sorcery spell with mana value 3 or less this turn, copy that spell. You may choose new targets for the copy.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
When a Ninja enters the battlefield under your control, you may return Smoke Shroud from your graveyard to the battlefield attached to that creature.
Enchantment
Coral Reef enters the battlefield with four polyp counters on it.
Sacrifice an Island: Put two polyp counters on Coral Reef.
, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Enchantment
At the beginning of your upkeep, you may put a verse counter on Lilting Refrain.
Sacrifice Lilting Refrain: Counter target spell unless its controller pays , where X is the number of verse counters on Lilting Refrain.
Enchantment
Flash
When Lost in the Maze enters the battlefield, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment
As Runed Halo enters the battlefield, choose a card name.
You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Enchantment — Aura
Enchant land
Enchanted land has ": Counter target spell unless its controller pays ."
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature or Vehicle
When Aether Meltdown enters the battlefield, you get (two energy counters).
Enchanted creature gets -4/-0.
Enchantment — Aura
Flash
Enchant creature you control
When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment
Iceberg enters the battlefield with X ice counters on it.
: Put an ice counter on Iceberg.
Remove an ice counter from Iceberg: Add .
Legendary Enchantment
When Proft's Eidetic Memory enters the battlefield, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Enchantment — Aura
Enchant creature
When Sleeping Potion enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion.
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