Enchantment
As Circle of Solace enters the battlefield, choose a creature type.
: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
Enchantment — Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
Enchantment
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless its controller pays .
Enchantment
Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +2/+0.
, Sacrifice Inferno Fist: Inferno Fist deals 2 damage to any target.
Enchantment Creature — Human Monk (2/2)
Lifelink
Enchantment spells you cast cost less to cast.
Enchantment
Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage this turn, prevent that damage.
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.)
As Prismatic Circle enters the battlefield, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from all colors. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, return that card to its owner's hand.
Enchantment
As Story Circle enters the battlefield, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Legendary Enchantment Creature — Nymph (1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Enchantment
Cumulative upkeep—Exile the top card of your library. (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.)
When a player doesn't pay Thought Lash's cumulative upkeep, that player exiles all cards from their library.
Exile the top card of your library: Prevent the next 1 damage that would be dealt to you this turn.
Creature — Antelope (1/1)
Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn.
Enchantment Creature — Human Cleric (2/2)
Constellation — Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life.
, Pay 1 life: Each opponent loses 1 life.
Enchantment
: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead.
III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
Enchantment — Aura
Enchant creature
As Chromatic Armor enters the battlefield, choose a color.
Chromatic Armor enters the battlefield with a sleight counter on it.
Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color.
: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.
Enchantment
, Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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