Enchantment — Aura
Enchant creature
Enchanted creature has lifelink.
: Attach Felidar Umbra to target creature you control.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Legendary Enchantment — Background
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
: Return Forced Worship to its owner's hand.
Enchantment
When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield.
At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
Enchantment
Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
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 unless it shares a color with the most common color among all permanents or a color tied for most common.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block and has ": Hold for Ransom's controller sacrifices it and draws a card. Activate only as a sorcery."
Tribal Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.
, Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
Enchantment
When Hot Pursuit enters the battlefield, suspect target creature an opponent controls. As long as Hot Pursuit remains on the battlefield, that creature is also goaded.
At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.
Enchantment
, Discard a card: Prevent the next 3 damage that would be dealt to any target this turn.
, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to any target this turn.
Enchantment
When you speak in non-rhyming sentences, sacrifice I'm Rubber, You're Glue.
Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Change the target of target spell or ability that targets only you.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
Enchantment
Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Enchantment
Creatures you control get +0/+1.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Whenever a creature enters the battlefield, enchanted creature gets +2/+2 until end of turn.
Tribal Enchantment — Kithkin
Whenever a nontoken creature you control attacks, you may pay . If you do, create a 1/1 white Kithkin Soldier creature token that's tapped and attacking.
Enchantment
Permanents don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player chooses a permanent for each card in their graveyard, then untaps those permanents.
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