Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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
When Flight of Fancy enters the battlefield, draw two cards.
Enchanted creature has flying.
Enchantment
, Return two Islands you control to their owner's hand: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature
: Enchanted creature gets +1/-1 until end of turn.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Enchantment — Aura
Enchant land
Enchanted land has ": Target creature gains trample and haste until end of turn."
Cycling (, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Enchantment
As Form of the Squirrel enters the battlefield, create a 1/1 green Squirrel creature token. You lose the game when that creature leaves the battlefield.
Creatures can't attack you.
You have shroud.
You can't cast spells.
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 — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Enchantment — Aura
Enchant creature
Enchanted creature loses all abilities and is a Bird creature with base power and toughness 1/1.
Enchantment — Aura Curse
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Enchantment — Aura
Enchant creature
When Frog Tongue enters the battlefield, draw a card.
Enchanted creature has reach. (It can block creatures with flying.)
Enchantment — Aura
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1. (It loses all other card types and creature types.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and attacks each combat if able.
Enchantment — Aura
Enchant creature
Fylgja enters the battlefield with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
: Put a healing counter on Fylgja.
Enchantment — Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Enchantment — Aura
Enchant Swamp
: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +0/+2.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.