Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
Enchantment
Each creature you control can't be blocked by more than one creature.
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment — Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has ": Add ."
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
Enchantment
Whenever a creature you control dies, you may pay . If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
Enchantment
As Frontier Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.
Enchantment
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
Enchantment
, Exile a creature card from your graveyard: Create a 1/1 green Saproling creature token.
Sacrifice two Saprolings: You gain 2 life and draw a card.
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.)
All creatures get -1/-0.
: All creatures get -1/-0 until end of turn.
Enchantment
At the beginning of your upkeep, each player reveals the top card of their library. If all cards revealed this way are creature cards, put those cards onto the battlefield under their owners' control.
Enchantment
When Garruk's Uprising enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking.)
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card.
Enchantment — Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has ": Add two mana of any one color."
Snow Enchantment — Aura
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment
Whenever a creature with flying attacks, it loses flying until end of turn.
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