Enchantment
Each player can't cast more than one spell each turn.
, Sacrifice High Noon: It deals 5 damage to any target.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.
Enchantment
, Discard a card: Prevent the next 3 damage that would be dealt to any target this turn.
, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to any target this turn.
Enchantment
When you speak in non-rhyming sentences, sacrifice I'm Rubber, You're Glue.
Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Change the target of target spell or ability that targets only you.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+5.
Cycling (, Discard this card: Draw a card.)
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+2.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Enchantment — Aura
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Battle — Siege // Legendary Enchantment Creature — God (0/0)
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Theros enters the battlefield, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
Ephara, Ever-Sheltering
Ephara, Ever-Sheltering has lifelink and indestructible as long as you control at least three other enchantments.
Whenever another enchantment enters the battlefield under your control, draw a card.
Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt to enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can block an additional creature each combat.
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
Enchantment
When Isolation Zone enters the battlefield, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
Enchantment
When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.
Your opponents can't cast spells with the same name as the exiled card.
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.
Enchantment
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Legendary Creature — Spirit Warlock // Legendary Enchantment (0/0)
Flying, lifelink, protection from Vampires
Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's Rising Dawn
Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
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