Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Enchantment — Aura
Enchant creature
When Bitter Chill enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When Bitter Chill is put into a graveyard from the battlefield, you may pay . If you do, scry 1, then draw a card.
Enchantment — Case
When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Enchantment
: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
Enchantment — Aura
Flash
Enchant creature you control
When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment
When Defenders of Humanity enters the battlefield, create X 2/2 white Astartes Warrior creature tokens with vigilance.
, Exile Defenders of Humanity: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
Enchantment — Aura
Enchant creature
When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, you gain 3 life.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Flash
Enchant creature
When Disturbing Conversion enters the battlefield, each player mills two cards.
Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
Enchantment — Aura
Enchant creature
When Due Diligence enters the battlefield, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.
Enchanted creature gets +2/+2 and has vigilance.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant red or green creature
When Encase in Ice enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant creature
When Fate Foretold enters the battlefield, draw a card.
When enchanted creature dies, its controller draws a card.
Enchantment — Aura
Enchant creature you control
When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control.
Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
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