Enchantment
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Enchantment Creature — Human Samurai (4/4)
This spell costs less to cast for each enchantment you control.
Flying
Enchantment
Constellation — Whenever Skybind or another enchantment enters the battlefield under your control, exile target nonenchantment permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment
At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number.
Enchantment
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Enchantment — Aura
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.
Enchanted creature gets +2/+2 and has flying.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
Enchantment
If you would gain life, you gain twice that much life instead.
Enchantment — Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
Enchantment — Aura
Enchant land
Enchanted land has ": Tap target creature."
Enchantment
Creatures you control get +1/+1.
Creatures your opponents control get -1/-1.
: Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
Enchantment
Imprint — When Exclusion Ritual enters the battlefield, exile target nonland permanent.
Players can't cast spells with the same name as the exiled card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
Enchantment
When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
Enchantment
As From the Rubble enters the battlefield, choose a creature type.
At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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