Enchantment — Aura
Enchant creature you control
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact.
Enchantment — Aura
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
: Return Forced Worship to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and attacks each combat if able.
Enchantment — Aura
Enchant Forest
: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
Enchantment
When Gideon's Resolve enters the battlefield, you may search your library and/or graveyard for a card named Gideon, Martial Paragon, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creatures you control get +1/+1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
Enchantment — Aura
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
Enchantment — Aura
Enchant creature
When Hammerhand enters the battlefield, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste.
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2 and has ": Draw a card, then discard a card."
Legendary Enchantment Creature — God // Legendary Enchantmen (4/4)
When Heliod, the Radiant Dawn enters the battlefield, return target enchantment card that isn't a God from your graveyard to your hand.
: Transform Heliod, the Radiant Dawn. Activate only as a sorcery. ( can be paid with either or 2 life.)
Heliod, the Warped Eclipse
You may cast spells as though they had flash.
Spells you cast cost less to cast for each card your opponents have drawn this turn.
Enchantment
Creatures you control get +0/+1 for each Gate you control and have vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from creatures.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+2.
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 Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Lightshield Array
At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.
Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can block an additional creature each combat.
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