Enchantment — Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks, you gain 3 life.
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
Enchantment — Aura
Enchant creature
When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
Enchantment
: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea's Touch: Add .
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
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
Enchantment
When an opponent casts an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, battle, creature, enchantment, kindred, instant, land, planeswalker, and sorcery are card types.)
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Enchantment — Aura
Flash
Enchant creature
: Regenerate enchanted creature.
Enchantment
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.
Enchantment
Whenever a creature with power 4 or greater enters the battlefield, its controller draws a card.
Enchantment
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control get +0/+1.
Whenever a creature enters the battlefield under your control, you may gain 1 life.
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