Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 and has flying.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever a creature enters the battlefield under your control, this creature gets +1/+1 until end of turn."
When Nurturing Presence enters the battlefield, create a 1/1 white Spirit creature token with flying.
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more lands than they do and is their opponent. The first player may search their library for a basic land card, put that card onto the battlefield, then shuffle.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Heliod.
When you sacrifice Ordeal of Heliod, you gain 10 life.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Thassa.
When you sacrifice Ordeal of Thassa, draw two cards.
Enchantment — Aura
Enchant artifact or creature
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Sacrifice Phantom Wings: Return enchanted creature to its owner's hand.
Enchantment
At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice Planar Collapse and destroy all creatures. They can't be regenerated.
Enchantment — Aura
Enchant artifact, creature, or planeswalker
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty.
Enchantment — Aura
Enchant creature
As Prismatic Ward enters the battlefield, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
Enchantment — Aura
Enchant creature
Enchanted creature has ": This creature deals 1 damage to any target."
Enchantment — Aura
Enchant land
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
Enchantment — Aura
Enchant artifact or creature
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Enchantment — Aura
You may cast Relic Ward as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant artifact
Enchanted artifact has shroud. (It can't be the target of spells or abilities.)
Enchantment — Aura
Enchant creature
Enchanted creature loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.)
Enchantment — Aura Rune
Enchant permanent
When Rune of Flight enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it has flying.
As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
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