Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
If damage would be dealt to you, put that many depletion counters on Force Bubble instead.
When there are four or more depletion counters on Force Bubble, sacrifice it.
At the beginning of each end step, remove all depletion counters from Force Bubble.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
: Return Forced Worship to its owner's hand.
Enchantment
Wall creatures you control get +1/+0 and have banding. (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 you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Enchantment
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment — Aura
Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token.
, Sacrifice a creature: Scry 1.
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+5.
Cycling (, Discard this card: Draw a card.)
Enchantment
Creatures you control get +1/+1.
: Exile target nonland permanent you don't control until In the Trenches leaves the battlefield. Activate only as a sorcery and only once.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+2.
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2.
: Attach Kjeldoran Pride to target creature other than enchanted creature.
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.)
, Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks or blocks, you gain 4 life.
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