Enchantment
When Rise of the Hobgoblins enters the battlefield, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens.
: Red creatures and white creatures you control gain first strike until end of turn.
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn.
Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of targets, divided as you choose, where X is the number of verse counters on Serra's Hymn.
Legendary Enchantment Artifact
Creatures you control get +1/+1.
, : Destroy target creature that dealt damage to you this turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
III — Whenever a creature you control deals combat damage to a player this turn, time travel.
Enchantment — Aura
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
Enchantment
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature enters the battlefield under your control, create a 2/2 white Unicorn creature token.
Enchantment — Aura
Enchant creature
Enchanted creature has defender.
Prevent all combat damage that would be dealt by enchanted creature.
Coven — , Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, exile that creature.
Enchantment — Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
Enchantment
At the beginning of your end step, if one or more creatures died this turn, you gain that much life and distribute that many +1/+1 counters among creatures you control.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment
As Harsh Judgment enters the battlefield, choose a color.
If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
Enchantment Creature — Nymph (2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.
Enchantment
Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn.
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token.
, Sacrifice a creature: Scry 1.
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."
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