Enchantment
When Armed with Proof enters the battlefield, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature has flying, first strike, and vigilance.
Enchantment
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Enchantment
Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Cycling (, Discard this card: Draw a card.)
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with mana value 3 or less.
When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
Enchantment
When Bat Colony enters the battlefield, create a 1/1 black Bat creature token with flying for each mana from a Cave spent to cast it.
Whenever a Cave enters the battlefield under your control, put a +1/+1 counter on target creature you control.
Enchantment
As Battle of Hoover Dam enters the battlefield, choose NCR or Legion.
• NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
• Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
Enchantment — Saga // Enchantment Creature — Insect (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature you control gets +1/+1 and gains flying until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Imperial Moth
Flying
Enchantment — Aura
Flash
Enchant creature
As Benevolent Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
Enchantment — Aura
Enchant creature
: Enchanted creature gets +1/+1 until end of turn.
Enchantment
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter the battlefield tapped.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
Tribal Enchantment — Rebel Aura
Enchant creature
Enchanted creature can't attack or block.
Enchantment
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2.
When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
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