Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment Creature — Human Samurai (4/4)
Vigilance
Channel — , Discard Sunblade Samurai: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
Legendary Enchantment // Legendary Land
, Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
Temple of Aclazotz
(Transforms from Arguel's Blood Fast.)
: Add .
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
Enchantment
Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.
Enchantment
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, exile that creature.
Enchantment
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
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
Whenever a Knight you control attacks, each opponent loses 1 life and you gain 1 life.
, Sacrifice Knights' Charge: Return all Knight creature cards from your graveyard to the battlefield.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You gain 2 life for each foretold card you own in exile.
II — Add . Spend this mana only to foretell cards or cast spells that have foretell.
III — Return target card with foretell from your graveyard to your hand.
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.
Enchantment Creature — Human Soldier (4/6)
Whenever you gain life, you may put that many +1/+1 counters on each creature you control. Do this only once each turn.
Enchantment
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
Enchantment
When Rise of the Hobgoblins enters the battlefield, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens.
: Red creatures and white creatures you control gain first strike until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, return that card to its owner's hand.
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