Enchantment — Case
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
Enchantment
Flash
At the beginning of each player's draw step, that player draws an additional card.
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
Enchantment — Aura Curse
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Enchantment
As Heightened Awareness enters the battlefield, discard your hand.
At the beginning of your draw step, draw an additional card.
Enchantment
As Monastery Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of your draw step, draw an additional card, then discard a card.
• Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Enchantment
Creatures with islandwalk can be blocked as though they didn't have islandwalk.
Enchantment
: This turn, creatures can't attack unless their controller pays for each attacking creature 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
When Astral Wingspan enters the battlefield, draw a card.
Enchanted creature gets +2/+2 and has flying.
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
Enchantment Creature — Nautilus (4/4)
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.)
When Crystalline Nautilus becomes the target of a spell or ability, sacrifice it.
Enchanted creature gets +4/+4 and has "When this creature becomes the target of a spell or ability, sacrifice it."
Enchantment
Whenever you cycle a card, you may have Crystalline Resonance become a copy of another target permanent until your next turn, except it has this ability.
Enchantment
Whenever a creature dies, tap all untapped creatures that share a creature type with it or untap all tapped creatures that share a creature type with it.
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