Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature.
III — Draw two cards for each opponent who controls fewer creatures than you.
Enchantment
If you would gain life, you gain twice that much life instead.
Enchantment
As Charm School enters the battlefield, choose a color and balance Charm School on your head.
Prevent all damage that would be dealt to you by sources of the chosen color.
When Charm School falls off your head, sacrifice Charm School.
Enchantment
When Consulate Surveillance enters the battlefield, you get (four energy counters).
Pay : Prevent all damage that would be dealt to you this turn by a source of your choice.
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
Enchantment
Players can't cast spells with the same name as a nontoken permanent.
Players can't play nonbasic lands with the same name as a nontoken permanent.
Enchantment
When Court of Ardenvale enters the battlefield, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment
Players can't untap more than one artifact during their untap steps.
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
Enchantment Creature — Spirit (1/4)
Each player can't cast more than one spell each turn.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
Enchantment
Flash
When Get Your Head in the Game enters the battlefield, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) with your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head).
Enchantment
Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn.
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
Enchantment
As Look at Me, I'm R&D comes into play, choose a number and a second number one higher or one lower than that number.
All instances of the first chosen number on permanents, spells, and cards in any zone are the second chosen number.
Enchantment
Whenever an opponent casts their second spell each turn, you create a Treasure token.
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.
Spells with the chosen name can't be cast.
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