Legendary Enchantment Artifact
Creatures you control get +1/+1.
, : Destroy target creature that dealt damage to you this turn.
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.
Enchantment
As Story Circle enters the battlefield, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Enchantment — Aura
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
Enchantment
Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Enchantment — Aura Curse
Enchant player
Enchanted player can't cast more than one spell each turn.
Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
Enchantment
Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
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