Enchantment — Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment — Aura
Enchant creature you control
When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control.
Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
Enchantment
Whenever a -1/-1 counter is put on a creature, you may create a 1/1 green Elf Warrior creature token.
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
Enchantment — Aura
Enchant creature
Sacrifice a Forest: Regenerate enchanted creature.
When Fortitude is put into a graveyard from the battlefield, return Fortitude to its owner's hand.
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.)
Snow permanents don't untap during their controllers' untap steps.
Enchantment
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
Enchantment
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the highest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
Enchantment — Aura
Flash
Enchant creature
: Regenerate enchanted creature.
Enchantment — Aura
Enchant creature
When Karametra's Favor enters the battlefield, draw a card.
Enchanted creature has ": Add one mana of any color."
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition.
Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant land
When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it.
: Enchanted land becomes a copy of the exiled card until end of turn and gains haste. It's still a land.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
Enchantment
Gotcha — If an opponent says a word that's in the name of a card in your graveyard, you may say "Gotcha!" When you do, return that card to your hand.
Enchantment — Aura
Enchant creature
, Exile the top card of your graveyard: Enchanted creature gets +1/+1 until end of turn.
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