Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward .
Nonlegendary creatures you control get +1/+1.
Enchantment
You may cast Parapet as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Creatures you control get +0/+1.
Enchantment
As Rally the Ranks enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control.
Enchanted creature has vigilance and ", : Bolster 1." (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Lightshield Array
At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.
Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
Enchantment
Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Enchantment
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enchantment
: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
Enchantment
Creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Enchantment
At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block."
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack you or planeswalkers you control.
Enchanted creature can't block creatures you control.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Exile enchanted creature.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
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