Enchantment — Aura
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment — Aura
Enchant creature you control
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1.
When enchanted creature dies, if that creature was a Horror, return Endless Evil to its owner's hand.
Enchantment
Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by Spirits.
: Return Field of Reality to its owner's hand.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
: Enchanted creature gets +1/+0 until end of turn.
: Return Ghitu Firebreathing to its owner's hand.
Enchantment — Aura
Enchant creature
When Hammerhand enters the battlefield, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste.
Enchantment
When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card.
Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Lightshield Array
At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.
Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
Enchantment
When Isolation Zone enters the battlefield, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)
Legendary Creature — Spirit Warlock // Legendary Enchantment (0/0)
Flying, lifelink, protection from Vampires
Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's Rising Dawn
Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
Enchantment — Aura
Enchant creature
When Knightly Valor enters the battlefield, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
, Return Krasis Incubation to its owner's hand: Put two +1/+1 counters on enchanted creature.
Enchantment — Saga // Enchantment Creature — Human Shaman (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Kumano Faces Kakkazan deals 1 damage to each opponent and each planeswalker they control.
II — When you cast your next creature spell this turn, that creature enters the battlefield with an additional +1/+1 counter on it.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Etching of Kumano
Haste
If a creature dealt damage this turn by a source you controlled would die, exile it instead.
Enchantment
When Lightform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Lightform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchanted creature has flying and lifelink.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
Enchantment — Saga // Enchantment Creature — Human Noble (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Portrait of Michiko
Portrait of Michiko gets +1/+1 for each artifact and/or enchantment you control.
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