Enchantment
Creatures you control get +X/+X, where X is the number of cards you've drawn this turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and has vigilance.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
When an opponent casts a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance.
Enchantment
: Prevent all combat damage that would be dealt by target creature this turn.
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Enchantment — Aura
Enchant creature
When Soaring Hope enters the battlefield, you gain 3 life.
Enchanted creature has flying.
: Put Soaring Hope on top of its owner's library.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has protection from all colors. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)
Enchantment Creature — Human Samurai (4/4)
Vigilance
Channel — , Discard Sunblade Samurai: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Enchantment
When The Flesh Is Weak enters the battlefield, put a +1/+1 counter on each creature you control.
Creatures you control with +1/+1 counters on them are artifacts in addition to their other types.
Nonartifact creatures get -1/-1.
Enchantment
When Undercellar Sweep enters the battlefield, you take the initiative.
Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature.
III — Draw two cards for each opponent who controls fewer creatures than you.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Tolvada enters the battlefield, return target nonbattle permanent card from your graveyard to the battlefield.
The Broken Sky
Creature tokens you control get +1/+0 and have lifelink.
At the beginning of your end step, create a 1/1 white and black Spirit creature token with flying.
Enchantment
When Necromancer's Covenant enters the battlefield, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way.
Zombies you control have lifelink.
Enchantment Creature — Human Soldier (2/2)
Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Legendary Creature — Phyrexian Praetor // Enchantment — Saga (3/5)
Vigilance
Whenever a source an opponent controls deals damage to you or a permanent you control, that source's controller loses 2 life unless they pay .
, Sacrifice three other creatures: Exile Elesh Norn, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
The Argent Etchings
(As this Saga enters and after your draw step, add a lore counter.)
I — Incubate 2 five times, then transform all Incubator tokens you control.
II — Creatures you control get +1/+1 and gain double strike until end of turn.
III — Destroy all other permanents except for artifacts, lands, and Phyrexians. Exile The Argent Etchings, then return it to the battlefield (front face up).
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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