Enchantment — Aura Rune
Enchant permanent
When Rune of Might enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has trample.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchantment
Whenever a player kicks a spell, you create a 1/1 green Saproling creature token.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 and has trample.
Cycling (, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has ": Regenerate this creature."
Enchantment
Whenever a land enters the battlefield, its controller creates a 1/1 green Snake creature token.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+1.
: Regenerate enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
Threshold — As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so.
Enchantment — Aura
Enchant creature
When Sheltering Boughs enters the battlefield, draw a card.
Enchanted creature gets +1/+3.
Enchantment
Whenever an opponent casts a blue or black spell, you may create a 1/1 green Snake creature token.
Enchantment
: Splintering Wind deals 1 damage to target creature. Create a 1/1 green Splinter creature token. It has flying and "Cumulative upkeep ." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Enchantment
Green creatures you control get +1/+1.
Whenever a green creature enters the battlefield under your control, scry 1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3, has reach, and is a Giant in addition to its other types.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")
Legendary Enchantment
When The Meathook Massacre enters the battlefield, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
Enchantment
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay .
Whenever a player puts a Swamp onto the battlefield, Thelon's Chant deals 3 damage to that player unless the player puts a -1/-1 counter on a creature they control.
Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+1 and has trample.
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment
When Trial of Strength enters the battlefield, create a 4/2 green Beast creature token.
When a Cartouche enters the battlefield under your control, return Trial of Strength to its owner's hand.
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