Enchantment
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
Enchantment
: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
Creature — Angel (3/4)
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Enchantment — Aura
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchantment — Aura
Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
Creature — Human Cleric (0/3)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
Enchantment Creature — Elk (3/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Whenever Heliod's Emissary or enchanted creature attacks, tap target creature an opponent controls.
Enchanted creature gets +3/+3.
Legendary Enchantment Creature — God (5/6)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
Enchantment
Whenever Historian's Boon or another nontoken enchantment enters the battlefield under your control, create a 1/1 white Soldier creature token.
Whenever the final chapter ability of a Saga you control triggers, create a 4/4 white Angel creature token with flying and vigilance.
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 — Aura
Enchant creature
When Hobble enters the battlefield, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.
Enchantment
Creatures you control get +0/+1 for each Gate you control and have vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from creatures.
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