Enchantment
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Enchantment
Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
Enchantment
Soldier creatures have vigilance.
: Create a 1/1 white Soldier creature token.
Enchantment
Whenever an opponent casts their second spell each turn, you create a Treasure token.
Enchantment
You may cast Mystical Tether as though it had flash if you pay more to cast it.
When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
Legendary Enchantment
When Oath of Gideon enters the battlefield, create two 1/1 white Kor Ally creature tokens.
Each planeswalker you control enters the battlefield with an additional loyalty counter on it.
Enchantment
, Discard a card: Create a 1/1 white Pegasus creature token with flying.
Enchantment
Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage this turn, prevent that damage.
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 Prismatic Circle enters the battlefield, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Enchantment
When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.
When Prison Realm enters the battlefield, scry 1.
Enchantment
When a creature you control dies, sacrifice Promise of Bunrei. If you do, create four 1/1 colorless Spirit creature tokens.
Enchantment
, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
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