Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
As From the Rubble enters the battlefield, choose a creature type.
At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Enchantment Creature — Human Cleric (3/4)
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
Enchantment
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
Enchantment — Aura
Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.
Legendary Enchantment Creature — God (5/6)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Enchantment
Creatures you control get +0/+1 for each Gate you control and have vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from creatures.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
As long as enchanted creature is a Human, it has first strike.
Enchantment
All creatures lose all abilities and have base power and toughness 1/1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+5.
Cycling (, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
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