Enchantment
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token.
Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
Legendary Enchantment — Aura
Enchant land
: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
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 Kaldheim enters the battlefield, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Pyre of the World Tree
Discard a land card: Pyre of the World Tree deals 2 damage to any target.
Whenever you discard a land card, exile the top card of your library. You may play that card this turn.
Legendary Snow Creature — Yeti (5/5)
You may look at the top card of your library any time.
You may play snow lands and cast snow spells from the top of your library.
Whenever another snow permanent enters the battlefield under your control, you may pay , , or . If you do, put a +1/+1 counter on Isu the Abominable.
Legendary Enchantment Creature — Nymph (4/4)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +4/+4.
Whenever an enchanted creature or enchantment creature you control attacks, draw a card.
Enchantment
If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
Enchantment
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as The Horus Heresy remains on the battlefield.
II — Draw a card for each creature you control but don't own.
III — Starting with you, each player chooses a creature. Destroy each creature chosen this way.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature.
III — Draw two cards for each opponent who controls fewer creatures than you.
Enchantment
At the beginning of your precombat main phase, remove all flood counters from Bounty of the Luxa. If no counters were removed this way, put a flood counter on Bounty of the Luxa and draw a card. Otherwise, add .
Enchantment
Whenever an attacking creature you control dies, Brazen Cannonade deals 2 damage to each opponent.
Raid — At the beginning of your postcombat main phase, if you attacked with a creature this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
Enchantment
If a player would draw a card, instead they draw a card and reveal it. If it's a creature card, that player discards it unless they pay 3 life.
Enchantment
Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same mana value as the revealed card.
Enchantment
When Court of Locthwain enters the battlefield, you become the monarch.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with Court of Locthwain without paying its mana cost.
Enchantment
Whenever a blue creature enters the battlefield under your control, you may have target player draw a card.
Whenever a black creature enters the battlefield under your control, you may have target player discard a card.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Whenever enchanted creature deals damage to a player, that player discards two cards.
Enchantment
Imprint — When Exclusion Ritual enters the battlefield, exile target nonland permanent.
Players can't cast spells with the same name as the exiled card.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.