Enchantment
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
Enchantment
, Sacrifice a creature: Blood Rites deals 2 damage to any target.
Enchantment
When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.
Enchantment — Aura
Enchant creature you control
, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature.
Enchantment
Each noncreature, non-Equipment artifact is an Equipment with equip and "Equipped creature gets +X/+0," where X is that artifact's mana value.
Tribal Enchantment — Goblin
Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player or planeswalker.
Enchantment
Whenever an attacking creature you control dies, Brazen Cannonade deals 2 damage to each opponent.
Raid — At the beginning of your postcombat main phase, if you attacked with a creature this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
Enchantment
At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.
Enchantment — Aura
Enchant creature
Enchanted creature has ": This creature deals damage equal to its power to any target."
Enchantment
Whenever any player taps a permanent, that player chooses one of their opponents. The chosen player gains control of that permanent at the beginning of the next end step.
At the beginning of each player's end step, if that player didn't tap any nonland permanents that turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player.
Enchantment
Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.
Enchantment
Whenever a creature dies, that creature's controller sacrifices a land.
Enchantment
Whenever you cast a spell from your graveyard, Burning Vengeance deals 2 damage to any target.
Enchantment — Case
When this Case enters the battlefield, it deals 3 damage to target creature an opponent controls.
To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
Enchantment — Case
When this Case enters the battlefield, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
© 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.