Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. If you do, you skip your draw step this turn.
Enchantment
At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
Enchantment
Whenever an opponent casts a black spell, you may pay . If you do, you draw a card.
: Return Freyalise's Charm to its owner's hand.
Enchantment
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
Enchantment
When an opponent casts an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.
Enchantment — Aura
Enchant land you control
Enchanted land has ": Prevent the next 1 damage that would be dealt to any target this turn."
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition.
Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant land
When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it.
: Enchanted land becomes a copy of the exiled card until end of turn and gains haste. It's still a land.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end."
Enchantment
Whenever an artifact an opponent controls becomes tapped or an opponent activates an artifact's ability without in its activation cost, you gain 1 life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment
As Steely Resolve enters the battlefield, choose a creature type.
Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
Enchantment
Green creatures you control get +1/+1.
Whenever a green creature enters the battlefield under your control, scry 1.
Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.
Enchantment
Whenever a face-down creature enters the battlefield under your control, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
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