Enchantment — Aura
Enchant creature
When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Enchantment
At the beginning of your upkeep, sacrifice Glaciers unless you pay .
All Mountains are Plains.
Enchantment
At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into an opponent's graveyard from the battlefield, you gain life equal to its toughness.
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.)
, Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks or blocks, you gain 4 life.
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
Enchantment
Flash
When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
, Sacrifice Omen of the Sun: Scry 2.
Enchantment
Whenever one or more creatures attack you, you gain 1 life for each attacking creature.
Enchantment — Aura
Enchant creature
When Pious Interdiction enters the battlefield, you gain 2 life.
Enchanted creature can't attack or block.
Enchantment
Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice Promise of Tomorrow and return all cards exiled with it to the battlefield under your control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Creature — Human Soldier (2/4)
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Enchantment
Nonland permanents don't untap during their controllers' untap steps.
At the beginning of your upkeep, you lose 2 life.
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