Enchantment — Aura
Enchant creature
When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, you gain 3 life.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
Enchantment
As Drawn Together enters the battlefield, choose an artist.
Creatures with art by the chosen artist get +2/+2.
Enchantment
: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Enchantment Creature — Spirit (2/1)
First strike
Loyalty abilities of planeswalkers your opponents control cost more to activate.
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
Enchantment — Saga // Enchantment Creature — Human Monk (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Scry 2.
II — You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Hand of Enlightenment
First strike
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of 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
Each attacking or blocking creature with the lowest collector number among attacking or blocking creatures has first strike.
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
Enchantment — Aura
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment — Aura
Enchant creature
As Floating Shield enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield.
Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your precombat main phase, draw a card.
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