Enchantment — Aura
Enchant creature
As Floating Shield enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield.
Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
When Food Coma enters the battlefield, exile target creature an opponent controls until Food Coma leaves the battlefield. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost.
Flash
Creatures you control get +1/+1.
Enchantment
When Forge Anew enters the battlefield, return target Equipment card from your graveyard to the battlefield.
As long as it's your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment
When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
Enchantment
Creatures you control get +0/+1.
When Fortifying Provisions enters the battlefield, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
Enchantment
Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your precombat main phase, draw a card.
Enchantment
Flash
When Get Your Head in the Game enters the battlefield, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) with your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head).
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment — Aura
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.
Enchantment Creature — Human Cleric (3/4)
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
Legendary Enchantment Creature — Shrine (1/3)
Vigilance
At the beginning of your end step, you may pay . If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.
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
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
Creature — Angel (3/4)
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Enchantment — Aura
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
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