Enchantment — Aura
Enchant land
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
Enchantment
, Discard a card: Prevent the next 3 damage that would be dealt to any target this turn.
, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to any target this turn.
Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt to enchanted creature.
Enchantment — Aura
Enchant creature
As Prismatic Ward enters the battlefield, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
Enchantment — Aura
Flash
Enchant creature you control
When Saving Grace enters the battlefield, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead.
Enchanted creature gets +0/+3.
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.
Enchantment
Soul Echo enters the battlefield with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.
Enchantment — Aura
Enchant creature
Enchanted creature has lifelink.
: Attach Felidar Umbra to target creature you control.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt by enchanted creature.
Creature — Spirit Soldier // Enchantment — Aura (2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Drogskol Armaments
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant land you control
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt by enchanted creature.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Enchantment — Aura
Flash
Enchant creature
Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)
Prevent all damage that would be dealt by enchanted creature.
Creature — Spirit Warrior // Enchantment — Aura (1/1)
Double strike
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Twinblade Invocation
Enchant creature
Enchanted creature has double strike.
If Twinblade Invocation would be put into a graveyard from anywhere, exile it instead.
Enchantment
: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead.
Enchantment — Aura
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Enchantment — Aura
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
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