Enchantment
When Citizen's Arrest enters the battlefield, exile target creature or planeswalker an opponent controls until Citizen's Arrest leaves the battlefield.
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.)
At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
Enchantment — Aura
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Enchant creature
Enchanted creature gets +0/+2 for each other creature you control.
Enchantment
When Consulate Surveillance enters the battlefield, you get (four energy counters).
Pay : Prevent all damage that would be dealt to you this turn by a source of your choice.
Enchantment — Aura Curse
Enchant player
Enchanted player can't cast more than one spell each turn.
Enchantment — Aura Curse
Enchant player
As Curse of Silence enters the battlefield, choose a card name.
Spells with the chosen name enchanted player casts cost more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay .
Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs.
Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
Enchantment Creature — Spirit (0/0)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Eidolon of Countless Battles and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
Enchantment Creature — Spirit (1/4)
Each player can't cast more than one spell each turn.
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
Enchantment
When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
Enchantment Creature — Spirit (1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Double strike (This creature deals both first-strike and regular combat damage.)
Enchanted creature gets +1/+1 and has double strike.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
Legendary Enchantment Creature — God (5/6)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.
Enchantment — Aura
Enchant creature
When Hobble enters the battlefield, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.
Enchantment
Creatures you control get +1/+1.
: Exile target nonland permanent you don't control until In the Trenches leaves the battlefield. Activate only as a sorcery and only once.
Enchantment
When Isolation Zone enters the battlefield, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.