Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Enchantment
When Dovin's Acuity enters the battlefield, you gain 2 life and draw a card.
Whenever you cast an instant spell during your main phase, you may return Dovin's Acuity to its owner's hand.
Enchantment — Aura
Ferocious — If you control a creature with power 4 or greater, you may cast Dragon Grip as though it had flash. (You may cast it any time you could cast an instant.)
Enchant creature
Enchanted creature gets +2/+0 and has first strike.
Enchantment
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed enchantment's mana value, put that card onto the battlefield, then shuffle.
Legendary Enchantment Creature — God (6/5)
Indestructible
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
Enchantment
When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card.
Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Enchantment
You may cast Mystical Tether as though it had flash if you pay more to cast it.
When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Enchantment — Aura
( can be paid with either or .)
Enchant creature
When Shielding Plax enters the battlefield, draw a card.
Enchanted creature can't be the target of spells or abilities your opponents control.
Enchantment
When Signature Spells enters the battlefield, seek two instant and/or sorcery cards with mana value 3, then exile them.
At the beginning of your upkeep, you may copy a card exiled with Signature Spells. You may cast the copy without paying its mana cost.
Enchantment — Aura
You may cast Soar as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant creature
Enchanted creature gets +0/+1 and has flying.
Enchantment
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may put a creature card from your hand onto the battlefield. If its mana cost contains , it enters the battlefield with a number of +1/+1 counters on it equal to the number of lands you control.
II, III — Double the number of each kind of counter on target creature you control.
Enchantment
Whenever a land enters the battlefield under your control from anywhere other than your hand or you cast a spell from anywhere other than your hand, create a 3/3 red Spawn creature token.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 blue Bird creature token with flying. You gain 2 life.
II — Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player's hand and draw a card.
III — You may put a card you own from outside the game on top of your library.
Enchantment
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Exile a card from your graveyard: Add . Spend this mana only to cast a spell that's one or more colors without in its mana cost.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
Enchantment
Any player may cast creature spells with mana value 3 or less without paying their mana costs and as though they had flash.
Enchantment
At the beginning of your upkeep, exile the bottom creature card of your library. You may cast that card this turn. At the beginning of the next end step, if that card is still exiled, put it into your graveyard and create a Treasure token.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Battle of Frost and Fire deals 4 damage to each non-Giant creature and each planeswalker.
II — Scry 3.
III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
Enchantment Creature — Manticore (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.)
Flying, first strike, vigilance, trample, lifelink
Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
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