Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand.
, Sacrifice Death's Oasis: You gain life equal to the highest mana value among creatures you control.
Enchantment — Aura
Enchant land
Enchanted land has ": Tap target creature."
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
: Exile enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
Enchantment — Aura
Enchant permanent
When Faith's Fetters enters the battlefield, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Enchantment
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
When Forge Anew enters the battlefield, return target Equipment card from your graveyard to the battlefield.
As long as it's your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Enchanted creature has ": Untap this creature."
Enchantment Creature — Spirit (1/1)
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.)
Double strike (This creature deals both first-strike and regular combat damage.)
Enchanted creature gets +1/+1 and has double strike.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment
As Gideon's Intervention enters the battlefield, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.
Enchantment
As Harsh Judgment enters the battlefield, choose a color.
If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
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