Enchantment — Aura
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from multicolored.
Enchantment — Aura
Enchant creature
Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has first strike.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from black and from red.
Enchantment — Aura
Enchant creature you control
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a player, you may sacrifice Mortal Obstinacy. If you do, destroy target enchantment.
Enchantment
Each other non-Aura enchantment is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Enchantment
: Remove target attacking creature you control from combat and untap it.
Enchantment — Aura
Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
Legendary Enchantment — Shrine
: Tap target creature. This ability costs less to activate for each Shrine you control.
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn.
Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of targets, divided as you choose, where X is the number of verse counters on Serra's Hymn.
Enchantment — Aura
Enchant creature
Enchanted creature has protection from green and from blue.
Enchantment
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
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