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.
Legendary Enchantment // Legendary Land
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Metzali, Tower of Triumph
(Transforms from Path of Mettle.)
: Add one mana of any color.
, : Metzali, Tower of Triumph deals 2 damage to each opponent.
, : Choose a creature at random that attacked this turn. Destroy that creature.
Enchantment
Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment — Aura
Enchant land
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.)
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Aura swap (: Exchange this Aura with an Aura card in your hand.)
Enchantment — Aura
Enchant creature
Enchanted creature has flying, first strike, and vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Cycling (, Discard this card: Draw a card.)
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Wings from your graveyard to the battlefield attached to that creature.
Enchantment
At the beginning of your end step, if one or more creatures died this turn, you gain that much life and distribute that many +1/+1 counters among creatures you control.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token.
, Sacrifice a creature: Scry 1.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
, Sacrifice Illuminated Wings: Draw a card.
Enchantment Creature — Human Monk (2/2)
Lifelink
Enchantment spells you cast cost less to cast.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
When Launch is put into a graveyard from the battlefield, return Launch to its owner's hand.
Enchantment
When Lightform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Lightform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchanted creature has flying and lifelink.
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