Enchantment — Aura
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
Enchantment
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
Enchantment — Aura
Enchant creature
As Pentarch Ward enters the battlefield, choose a color.
When Pentarch Ward enters the battlefield, draw a card.
Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward.
Enchantment
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
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
Whenever a creature you control dies, you gain life equal to that creature's toughness.
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
Enchant creature
Enchanted creature can't attack, block, or crew Vehicles.
Enchantment — Aura
Enchant creature
When Ritual of Steel enters the battlefield, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +0/+2.
Enchantment — Aura
Enchant creature
When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature.
Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Enchantment — Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment — Aura
Flash
Enchant creature you control
When Saving Grace enters the battlefield, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead.
Enchanted creature gets +0/+3.
Enchantment — Aura
Enchant land
When Security Blockade enters the battlefield, create a 2/2 white Knight creature token with vigilance.
Enchanted land has ": Prevent the next 1 damage that would be dealt to you this turn."
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature has indestructible.
Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
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