Enchantment
: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
Enchantment — Aura
Flash
Enchant creature
When Military Discipline enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +1/+0.
Enchantment
Whenever you cast a noncreature spell, put a lore counter on Myth Realized.
: Put a lore counter on Myth Realized.
: Until end of turn, Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
Enchantment Creature — Human Soldier (1/2)
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 +1/+2.
Enchantment
When an opponent casts a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
You may cast Raffine's Guidance from your graveyard by paying rather than paying its mana cost.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
Enchantment — Aura
Enchant creature
Enchanted creature has ": The next time a source of your choice would deal damage to target creature this turn, prevent that damage."
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has vigilance.
Escape—, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchantment — Aura
Enchant creature
Enchanted creature has first strike.
: Enchanted creature gets +2/+2 until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from green and from blue.
Enchantment — Aura
Enchant creature
Enchanted creature has defender and loses flying.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
Enchantment — Aura
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
Enchantment
: Testament of Faith becomes an X/X Wall creature with defender in addition to its other types until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
Enchantment — Aura
Enchant creature
Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
Enchantment — Aura
Enchant creature
Enchanted creature has protection from white. This effect doesn't remove White Ward.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each word in its name.
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