Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant land
Enchanted land is a 5/6 green Treefolk creature that's still a land.
Enchantment — Aura
Enchant creature
Enchanted creature loses flying.
Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.
Enchantment
Whenever a creature enters the battlefield, you may add an amount of equal to the number of creatures you control that share a creature type with it.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment — Aura
Enchant creature
Merseine enters the battlefield with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
Enchantment
, Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample. (This effect lasts indefinitely. Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Enchantment
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay .
Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent.
Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent.
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 8/8 and has "Whenever this creature attacks, you may tap target creature with power 8 or less."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment
As Overlaid Terrain enters the battlefield, sacrifice all lands you control.
Lands you control have ": Add two mana of any one color."
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.
Enchantment — Aura
Enchant creature
Enchanted creature gets +7/+7 and has trample.
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If a land is tapped for mana, it produces colorless mana instead of any other type.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as The War Games remains on the battlefield.
II, III — Put a +1/+1 counter on each Warrior creature.
IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target non-Mutant creature for as long as you control Vault 87.
II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types.
III — Draw cards equal to the greatest power among Mutants you control.
Enchantment
Any player may cast creature and enchantment spells as though they had flash.
Enchantment
Afiya Grove enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature.
When Afiya Grove has no +1/+1 counters on it, sacrifice it.
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