Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Enchantment — Aura
Enchant creature
When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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
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 — 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
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.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment — Aura
Enchant nonblack creature
Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment — Case
Whenever a Detective enters the battlefield under your control and whenever a Detective you control is turned face up, put a +1/+1 counter on it.
To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.)
Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this artifact: Draw a card.")
Enchantment
Whenever you attack with two or more creatures, draw a card.
, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.
Enchantment — Aura
Flash
Enchant creature
As Cho-Manno's Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.
Enchantment — Aura
Enchant creature
When Chosen by Heliod enters the battlefield, draw a card.
Enchanted creature gets +0/+2.
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