Familiar Ground
Weatherlight — uncommon
Enchantment
Each creature you control can't be blocked by more than one creature.
"I'd rather fight on foreign soil. That way, if I lose I can blame it on the terrain." —Gerrard of the *Weatherlight*
Weatherlight — uncommon
Enchantment
Each creature you control can't be blocked by more than one creature.
"I'd rather fight on foreign soil. That way, if I lose I can blame it on the terrain." —Gerrard of the *Weatherlight*
TCGPlayer low price:
Buy now! ▶Enchantment — Aura
Enchant creature
Enchanted creature has hexproof and can't be blocked by more than one creature.
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.
: Target creature with defender can attack this turn as though it didn't have defender.
: Creatures you control get +0/+1 until end of turn.
Legendary Enchantment // Legendary Land
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Itlimoc, Cradle of the Sun
(Transforms from Growing Rites of Itlimoc.)
: Add .
: Add for each creature you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment
When Court of Garenbrig enters the battlefield, you become the monarch.
At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
Enchantment
Whenever a creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on that creature.
, Sacrifice Durable Handicraft: Put a +1/+1 counter on each creature you control.
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
Enchantment
If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional .
: Put a +1/+1 counter on each creature you control.
Enchantment
: Splintering Wind deals 1 damage to target creature. Create a 1/1 green Splinter creature token. It has flying and "Cumulative upkeep ." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.
Enchantment
When Arboreal Alliance enters the battlefield, create an X/X green Treefolk creature token.
Whenever you attack with one or more Elves, populate. (Create a token that's a copy of a creature token you control.)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Enchantment
At the beginning of your end step, choose one or more —
• Put a +1/+1 counter on target creature with a counter on it.
• Draw a card if you control an enchanted creature.
• Create a 1/1 colorless Spirit creature token if you control an equipped creature.
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
Enchantment — Aura
Enchant creature you control
When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control.
Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than each other player, the player creates a 1/1 green Saproling creature token.
Enchantment
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
Enchantment
, Remove one or more +1/+1 counters from among creatures you control: Create an X/X green Ooze creature token, where X is the number of +1/+1 counters removed this way.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.