Enchantment — Aura
Enchant creature
, Exile the top card of your graveyard: Enchanted creature gets +1/+1 until end of turn.
Enchantment Creature — Spirit (2/1)
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.)
Enchanted creature gets +2/+1.
Enchantment Creature — Human Soldier (1/2)
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.)
Enchanted creature gets +1/+2.
Legendary Enchantment
When Oath of Chandra enters the battlefield, it deals 3 damage to target creature an opponent controls.
At the beginning of each end step, if a planeswalker entered the battlefield under your control this turn, Oath of Chandra deals 2 damage to each opponent.
Legendary Enchantment
When Oath of Gideon enters the battlefield, create two 1/1 white Kor Ally creature tokens.
Each planeswalker you control enters the battlefield with an additional loyalty counter on it.
Enchantment Creature — Nymph (2/2)
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.)
Vigilance
Enchanted creature gets +2/+2 and has vigilance.
Enchantment — Aura
Enchant creature
As Pentarch Ward enters the battlefield, choose a color.
When Pentarch Ward enters the battlefield, draw a card.
Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward.
Enchantment — Aura
Enchant creature
When Prison Sentence enters the battlefield, scry 2.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
You may cast Raffine's Guidance from your graveyard by paying rather than paying its mana cost.
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.
Enchantment — Aura Rune
Enchant permanent
When Rune of Might enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has trample.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchantment — Aura Rune
Enchant permanent
When Rune of Speed enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +1/+0 and has haste.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
Enchantment — Aura
Enchant creature or planeswalker you don't control
When Seatower Imprisonment enters the battlefield, conjure a card named Soldiers of the Watch onto the battlefield.
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1 and has first strike.
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has vigilance.
Escape—, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
Enchantment — Aura
Enchant creature or Vehicle
When Song of Stupefaction enters the battlefield, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Fathomless descent — Enchanted permanent gets -X/-0, where X is the number of permanent cards in your graveyard.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Sorcerer Class enters the battlefield, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
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