Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
Enchantment — Case
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment — Case
When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment Creature — Human (2/3)
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Enchantment — Aura
Enchant permanent
At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional for each Elf on the battlefield.
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
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
Enchantment — Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has ": Add ."
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life.
Snow Enchantment — Aura
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment
When an opponent casts an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.
Enchantment
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
Enchantment — Aura
Enchant land you control
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
Legendary Creature — Human Warrior Bard // Enchantment — Sag (2/3)
When Huatli, Poet of Unity enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
: Exile Huatli, then return her to the battlefield transformed under her owner's control. Activate only as a sorcery.
Roar of the Fifth People
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 3/3 green Dinosaur creature tokens.
II — Roar of the Fifth People gains "Creatures you control have ': Add , , or .'"
III — Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.
IV — Dinosaurs you control gain double strike and trample until end of turn.
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