Enchantment — Aura
Enchant creature
All creatures able to block enchanted creature do so.
Enchantment — Aura
Enchant creature
Enchanted creature loses flying.
Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4.
When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
Enchantment — Aura
Flash
Enchant creature
When Maze's Mantle enters the battlefield, if enchanted creature has toxic, that creature gains hexproof until end of turn.
Enchanted creature gets +2/+2.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Enchantment
Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +2/+1.
When enchanted creature dies, create two Treasure tokens.
Enchantment — Aura
Enchant land
Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Legendary Enchantment Creature — God (6/6)
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
Enchantment — Aura
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment
As Overlaid Terrain enters the battlefield, sacrifice all lands you control.
Lands you control have ": Add two mana of any one color."
Enchantment — Aura
Enchant creature
When enchanted creature dies, that creature's controller may search their library for a creature card, put that card onto the battlefield, then shuffle.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and can't be blocked except by creatures with flavor text.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Enchantment — Aura
Enchant creature
Enchanted creature has ": Create a 1/1 green Elf Warrior creature token."
Enchantment
At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands they control.
Enchantment
When Primal Prayers enters the battlefield, you get (two energy counters).
You may cast creature spells with mana value 3 or less by paying rather than paying their mana costs. If you cast a spell this way, you may cast it as though it had flash.
Enchantment — Aura
Enchant creature
When Raised by Wolves enters the battlefield, create two 2/2 green Wolf creature tokens.
Enchanted creature gets +1/+1 for each Wolf you control.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +3/+2 and has reach.
When Reach for the Sky is put into a graveyard from the battlefield, draw a card.
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