Enchantment
At the beginning of combat on your turn, target creature you control gains indestructible until end of turn.
: Nahiri's Machinations deals 1 damage to target blocking creature.
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more lands than they do and is their opponent. The first player may search their library for a basic land card, put that card onto the battlefield, then shuffle.
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
, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
As Runed Halo enters the battlefield, choose a card name.
You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Enchantment
When Silkwrap enters the battlefield, exile target creature with mana value 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner's control.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
Enchantment — Aura
Enchant artifact
Enchanted artifact can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
Enchantment
When Suspension Field enters the battlefield, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)
Legendary Enchantment Creature — Nymph (1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Enchantment Creature — Human Cleric (2/2)
Constellation — Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life.
, Pay 1 life: Each opponent loses 1 life.
Enchantment — Aura
Enchant land
Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
Enchantment
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Enchantment
When Blood Spatter Analysis enters the battlefield, it deals 3 damage to target creature an opponent controls.
Whenever one or more creatures die, mill a card and put a bloodstain counter on Blood Spatter Analysis. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
Enchantment
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enchantment — Aura
Enchant land you control
Enchanted land has ", : Create a 0/1 white Caribou creature token."
Sacrifice a Caribou token: You gain 1 life.
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