Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Aura swap (: Exchange this Aura with an Aura card in your hand.)
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.)
: Target creature gains flying until end of turn.
Enchantment
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Enchantment
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay ."
Enchantment — Aura
Enchant creature
, Tap an untapped creature you control: Untap enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
Enchantment — Aura
Enchant artifact or creature
When Awakened Awareness enters the battlefield, put X +1/+1 counters on enchanted permanent.
As long as enchanted permanent is a creature, it has base power and toughness 1/1.
Enchantment
Nonbasic lands don't untap during their controllers' untap steps.
Enchantment — Aura
Enchant creature
When Bewitching Leechcraft enters the battlefield, tap enchanted creature.
Enchanted creature has "If this creature would untap during your untap step, remove a +1/+1 counter from it instead. If you do, untap it." (Otherwise, it doesn't untap.)
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, sacrifice Binding Grasp unless you pay .
You control enchanted creature.
Enchanted creature gets +0/+1.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, III — Choose target creature. Its owner shuffles it into their library, then investigates. (They create a Clue token.)
II, IV — Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn."
Enchantment
: Look at the top five cards of your library, put one of them into your hand, and exile the rest.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
Enchantment — Aura
Enchant Equipment
When Carry Away enters the battlefield, unattach enchanted Equipment.
You control enchanted Equipment.
Enchantment — Aura
Enchant creature
When Castaway's Despair enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant land
Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
Enchantment — Aura
Enchant creature
Enchanted creature gets -13/-0.
Enchantment — Aura
Enchant creature
When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
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