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
When Delusions of Mediocrity enters the battlefield, you gain 10 life.
When Delusions of Mediocrity leaves the battlefield, you lose 10 life.
Enchantment
Flash
At the beginning of each player's draw step, that player draws an additional card.
Enchantment
, Sacrifice a permanent: Return target permanent to its owner's hand.
Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.
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
As Energy Vortex enters the battlefield, choose an opponent.
At the beginning of your upkeep, remove all vortex counters from Energy Vortex.
At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless they pay for each vortex counter on Energy Vortex.
: Put X vortex counters on Energy Vortex. Activate only during your upkeep.
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
When Fleeting Memories enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, target player mills three cards.
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.
Enchantment
Hexproof
At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield.
: Scry 1.
Enchantment
As Heightened Awareness enters the battlefield, discard your hand.
At the beginning of your draw step, draw an additional card.
Enchantment — Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
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.)
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.)
When Illusions of Grandeur enters the battlefield, you gain 20 life.
When Illusions of Grandeur leaves the battlefield, you lose 20 life.
© 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.