Enchantment
Whenever a creature dies, that creature's controller may draw a card.
Enchantment — Aura
Enchant creature you control
When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control.
Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
Enchantment — Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has ": Add ."
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
Enchantment — Aura
Enchant land
Enchanted land has ": Target creature gets +2/+1 until end of turn."
Enchantment
Whenever an opponent casts a black spell, you may pay . If you do, you draw a card.
: Return Freyalise's Charm to its owner's hand.
Enchantment
Whenever a permanent becomes tapped, put a wind counter on it.
If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead.
Enchantment — Aura
Enchant creature
When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
Enchantment
, Exile a creature card from your graveyard: Create a 1/1 green Saproling creature token.
Sacrifice two Saprolings: You gain 2 life and draw a card.
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea's Touch: Add .
Enchantment — Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has ": Add two mana of any one color."
Enchantment — Aura
Enchant land
When Grafted Growth enters the battlefield, put a +1/+1 counter on target creature or Vehicle you control.
Enchanted land has ": Add two mana of any one color."
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment — Aura
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Enchantment — Aura
Enchant artifact or creature
When Historian's Wisdom enters the battlefield, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+1.
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
Enchantment — Aura
Enchant land you control
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
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