Enchantment — Aura
Enchant creature you control
Whenever enchanted creature deals damage, you gain that much life.
When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
Enchantment — Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment — Aura
Enchant creature
Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
Enchantment — Aura
Enchant Plains
: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land.
When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
Enchantment Creature — Spirit (1/1)
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.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchanted creature gets +1/+1 and has lifelink.
Enchantment — Aura
Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
Enchantment — Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.
Enchantment — Aura
Enchant creature
Enchanted creature has ", : You gain 3 life."
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a player, you may sacrifice Mortal Obstinacy. If you do, destroy target enchantment.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, you may put an arrow counter on Archery Training.
Enchanted creature has ": This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life.
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by artifact creatures.
Prevent all damage that would be dealt to enchanted creature by artifact sources.
Enchanted creature can't be the target of abilities from artifact sources.
Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
Enchantment — Aura
Enchant creature
Enchanted creature has defender.
Prevent all combat damage that would be dealt by enchanted creature.
Coven — , Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment — Aura
Enchant creature
Fylgja enters the battlefield with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
: Put a healing counter on Fylgja.
Snow Enchantment — Aura
Enchant creature
Enchanted creature can't block, and its activated abilities can't be activated.
: Enchanted creature gains defender until end of turn. ( can be paid with one mana from a snow source.)
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