Enchantment
Whenever a Forest is tapped for mana, its controller adds an additional .
Enchantment
Any player may cast creature and enchantment spells as though they had flash.
Enchantment
Any player may cast creature spells with mana value 3 or less without paying their mana costs and as though they had flash.
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment — Aura
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
Enchantment
: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.
Enchantment
At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
Enchantment
When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with Diabolic Servitude dies, exile it and return Diabolic Servitude to its owner's hand.
When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude.
Enchantment // Creature — Treefolk (0/0)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has toughness 6 or greater, transform Dormant Grove.
Gnarled Grovestrider
Vigilance
Other creatures you control have vigilance.
Enchantment
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Creatures you control have ": Add one mana of any color."
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token.
II — Investigate.
III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment Creature — Dog (6/5)
Trample
Channel — , Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment — Shrine
At the beginning of your upkeep, create a 1/1 colorless Spirit creature token for each Shrine you control.
Enchantment
Each artifact spell costs more to cast for each artifact its controller controls.
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Enchantment
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of their choice.
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