Enchantment
As Circle of Solace enters the battlefield, choose a creature type.
: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
Enchantment
As Citadel Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Enchantment
When Citizen's Arrest enters the battlefield, exile target creature or planeswalker an opponent controls until Citizen's Arrest leaves the battlefield.
Enchantment — Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
Enchantment
When Consulate Crackdown enters the battlefield, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.
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
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Enchantment — Aura
Enchant land
Enchanted land has ": Tap target creature."
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment — Aura
Enchant creature
When Due Diligence enters the battlefield, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.
Enchanted creature gets +2/+2 and has vigilance.
Enchantment Creature — Spirit (2/2)
At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.
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.
Enchantment — Aura
Enchant creature you control
When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield.
Enchanted creature gets +2/+2.
Enchantment — Aura
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
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