Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and has trample.
: Regenerate enchanted creature.
Enchantment — Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has ": Add two mana of any one color."
Enchantment — Aura
Flash
Enchant creature
When Gift of Strands enters the battlefield, scry 2.
Enchanted creature gets +3/+3.
Snow Enchantment — Aura
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Legendary Enchantment Creature — Shrine (1/1)
Trample
At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
Legendary Enchantment Creature — Shrine (3/4)
, : Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine enters the battlefield under your control, create a 1/1 colorless Shrine enchantment creature token.
Enchantment — Aura
Enchant land
When Grafted Growth enters the battlefield, put a +1/+1 counter on target creature or Vehicle you control.
Enchanted land has ": Add two mana of any one color."
Enchantment
Whenever a creature with flying attacks, it loses flying until end of turn.
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than each other player, the player creates a 1/1 green Saproling creature token.
Legendary Enchantment // Legendary Land
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Itlimoc, Cradle of the Sun
(Transforms from Growing Rites of Itlimoc.)
: Add .
: Add for each creature you control.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchantment — Aura
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Enchantment
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.
Enchantment — Aura
Enchant artifact or creature
When Historian's Wisdom enters the battlefield, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+1.
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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