Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment — Aura
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
Enchantment
Each player can't cast more than one noncreature spell each turn.
Enchantment
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage as you choose among any of the creatures blocking it.
Enchantment — Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
: Destroy Detention Vortex. Only your opponents may activate this ability and only as a sorcery.
Enchantment — Aura
Enchant land
Enchanted land has ": Counter target spell if it would destroy a land you control."
Enchantment
Each creature you control can block an additional creature each combat.
Legendary Enchantment // Legendary Land
When Legion's Landing enters the battlefield, create a 1/1 white Vampire creature token with lifelink.
When you attack with three or more creatures, transform Legion's Landing.
Adanto, the First Fort
(Transforms from Legion's Landing.)
: Add .
, : Create a 1/1 white Vampire creature token with lifelink.
Enchantment
When Limited Resources enters the battlefield, each player chooses five lands they control and sacrifices the rest.
Players can't play lands as long as ten or more lands are on the battlefield.
Enchantment
Whenever you cast a noncreature spell, put a lore counter on Myth Realized.
: Put a lore counter on Myth Realized.
: Until end of turn, Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
Enchantment
: Remove target attacking creature you control from combat and untap it.
Legendary Enchantment — Shrine
: Tap target creature. This ability costs less to activate for each Shrine you control.
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
Enchantment
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
Enchantment
: Testament of Faith becomes an X/X Wall creature with defender in addition to its other types until end of turn.
Enchantment
: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
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