Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control Tale of Tinúviel.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
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 — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Enchantment
When Touch the Spirit Realm enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield.
Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
When Trial of Solidarity enters the battlefield, creatures you control get +2/+1 and gain vigilance until end of turn.
When a Cartouche enters the battlefield under your control, return Trial of Solidarity to its owner's hand.
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 Soldier creature token and a Food token. (A Food token is an artifact with ", , Sacrifice this artifact: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment
At the beginning of your end step, choose one —
• You gain 1 life.
• Return target creature card with mana value 1 from your graveyard to the battlefield.
Enchantment
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
Enchantment
When Act of Authority enters the battlefield, you may exile target artifact or enchantment.
At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority.
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Enchantment Creature — Human Soldier (2/2)
Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
Enchantment
Whenever a creature deals damage to you, put a gold counter on it.
Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.)
When Aurification leaves the battlefield, remove all gold counters from all creatures.
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
, Remove a counter from a permanent you control: Create a 1/1 colorless Gnome artifact creature token.
, Sacrifice an artifact: Choose any kind of counter a printed card refers to, then put one of that counter on target permanent.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+2 and has vigilance.
Enchantment — Aura
Enchant creature you don't control
Enchanted creature can't attack.
Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
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