Enchantment — Aura
Enchant creature
Prevent all damage that would be dealt by enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
: Exile enchanted creature.
Creature — Spirit Soldier // Enchantment — Aura (2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Drogskol Armaments
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
Enchantment
: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controllers' untap steps.
Enchantment — Aura
Enchant creature
Enchanted creature can block any number of creatures.
Enchantment — Aura
Enchant creature you control
When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield.
Enchanted creature gets +2/+2.
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Tribal Enchantment — Giant
Each creature with the highest mana value has protection from all colors.
Enchantment
Each attacking or blocking creature with the lowest collector number among attacking or blocking creatures has first strike.
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
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 is a Spirit and can't attack or block. (It loses all other creature types.)
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