Enchantment — Aura
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Enchantment
Hexproof
At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield.
: Scry 1.
Enchantment
As Heightened Awareness enters the battlefield, discard your hand.
At the beginning of your draw step, draw an additional card.
Enchantment
Red creature spells and green creature spells cost more to cast.
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
Enchantment
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Illusions of Grandeur enters the battlefield, you gain 20 life.
When Illusions of Grandeur leaves the battlefield, you lose 20 life.
World Enchantment
Whenever a player casts an instant spell, counter it unless that player pays , where X is its mana value.
Enchantment
When Induced Amnesia enters the battlefield, target player exiles all cards from their hand face down, then draws that many cards.
When Induced Amnesia is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Battle — Siege // Enchantment
(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 Arcavios enters the battlefield, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Invocation of the Founders
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
Enchantment
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Legendary Enchantment Creature — Nymph (4/4)
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.)
Enchanted creature gets +4/+4.
Whenever an enchanted creature or enchantment creature you control attacks, draw a card.
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
When an opponent casts a spell, sacrifice Lunar Force and counter that spell.
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Enchantment
Whenever an opponent casts a spell, that player mills two cards.
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