Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and vigilance.
Enchantment
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
Enchantment — Aura
Enchant creature
When Soaring Hope enters the battlefield, you gain 3 life.
Enchanted creature has flying.
: Put Soaring Hope on top of its owner's library.
Enchantment
When Solitary Sanctuary enters the battlefield, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Enchantment
When Spark Rupture enters the battlefield, draw a card.
Each planeswalker with one or more loyalty counters on it loses all abilities and is a creature with power and toughness each equal to the number of loyalty counters on it.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from all colors. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
, Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — The Elder Dragon War deals 2 damage to each creature and each opponent.
II — Discard any number of cards, then draw that many cards.
III — Create a 4/4 red Dragon creature token with flying.
Enchantment — Saga // Enchantment Creature — Human Noble (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile target creature an opponent controls with mana value 4 or greater.
II — Each player gains control of all permanents they own.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Fragment of Konda
Defender
When Fragment of Konda dies, draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
Enchantment
Whenever one or more creatures with mana value 3 or less enter the battlefield under your control, draw a card. This ability triggers only once each turn.
Enchantment
When Touch the Spirit Realm enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield.
Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until Vault 13 leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with Vault 13 to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile all creatures with power 4 or greater.
II, III — Put a +1/+1 counter on each creature you control.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
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