Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays .
Enchantment
, Discard a card: Create a 0/3 blue Crab creature token.
Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Legendary Enchantment // Legendary Land
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
Azcanta, the Sunken Ruin
(Transforms from Search for Azcanta.)
: Add .
, : Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
Enchantment — Aura
Flash
Enchant artifact or creature
As long as enchanted permanent is a creature, it gets -3/-0 and loses flying.
Enchantment — Aura
Enchant land
Enchanted land has ": Target creature gains flying until end of turn. Activate only as a sorcery."
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Enchanted creature has first strike as long as it's blocking and you control a snow land.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an Island is tapped for mana, its controller may add an additional . If that Island is snow, its controller may add an additional instead. Spend this mana only to pay cumulative upkeep costs.
Enchantment — Aura
You may cast Soar as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant creature
Enchanted creature gets +0/+1 and has flying.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Enchantment
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.
: Draw a card, then discard a card.
Legendary Enchantment
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Draw two cards, then discard a card.
III — Shuffle any number of target cards from your graveyard into your library. Add .
Enchantment — Aura
Enchant creature with mana value 2 or less
You control enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets -6/-0 and loses flying.
Enchantment
Whenever you cast an instant or sorcery spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and can't be blocked.
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