Enchantment
: Look at the top five cards of your library, put one of them into your hand, and exile the rest.
Enchantment
Pursuant to subsection 3.1(4) of Richard's Rules of Order, at the beginning of the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.
When any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards their complement of cards in hand (hereafter known as "HAND").
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
Enchantment
Cast this spell only if there are three or more players in the game.
Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.
Enchantment
Whenever a player casts a spell without asking your permission while casting it, counter that spell.
When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice Common Courtesy.
Enchantment
Whenever you cycle a card, you may have Crystalline Resonance become a copy of another target permanent until your next turn, except it has this ability.
Enchantment
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Enchantment
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
Enchantment — Aura
Enchant creature
When Ephara's Enlightenment enters the battlefield, put a +1/+1 counter on enchanted creature.
Enchanted creature has flying.
Whenever a creature enters the battlefield under your control, you may return Ephara's Enlightenment to its owner's hand.
Enchantment
Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.
Enchantment
At the beginning of your upkeep, scry 1.
: Exchange control of Eyes Everywhere and target nonland permanent. Activate only as a sorcery.
Enchantment
Whenever you cast an instant or sorcery spell, you may pay . If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Enchantment
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Enchantment
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Legendary Enchantment — Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
Enchantment
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
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