![Assorted] Enchantments
![Assorted] Enchantments: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Discard two cards: Return Temporal Sense and enchanted creature to their owners' hands.
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Discard two cards: Return Temporal Sense and enchanted creature to their owners' hands.
Keen are the eyes of the eagle, but can it see beyond the veil of tomorrow?
Whenever you cast a noncreature spell, you may sacrifice Dreams of Fancy. If you do, discard your hand, then put all cards exiled with Dreams of Fancy into your hand. Otherwise, exile the top card of your library face-down.
Enchant permanent
At the beginning of each player's upkeep, that player gains control of enchanted permanent. If it's a creature, it gains haste until end of turn.
At the beginning of each player's upkeep, that player gains control of enchanted permanent. If it's a creature, it gains haste until end of turn.
Enchant permanent
Enchanted permanent has haste.
Whenever enchanted permanent's controller casts a spell, exchange control of enchanted permanent and Magicophobia.
Enchanted permanent has haste.
Whenever enchanted permanent's controller casts a spell, exchange control of enchanted permanent and Magicophobia.
If you would draw a card, instead discard a card. If you do, draw two cards.
, Sacrifice Mercurial Mind: Discard all cards from your hand, then draw that many cards plus one.

Flash
When Omen of Storms enters the battlefield, discard any number of cards, then draw that many cards plus one.

, Sacrifice Omen of Storms: Scry 2.
When Omen of Storms enters the battlefield, discard any number of cards, then draw that many cards plus one.


"My time will come, when the fundaments of the world are shaken by the revelation my visions bring."
Enchant permanent
When Rune of Echoes enters the battlefield, draw a card.
Whenever an ability of enchanted permanent is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
When Rune of Echoes enters the battlefield, draw a card.
Whenever an ability of enchanted permanent is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Flash
When Omen of Victory enters the battlefield, creatures you control get +2/+0 until end of turn.

, Sacrifice Omen of Victory: Scry 2.
When Omen of Victory enters the battlefield, creatures you control get +2/+0 until end of turn.


"My time will come, when all have passed the gauntlet of war and acknowledged its glory."
Whenever you cast a creature spell from anywhere but your hand, Reflection of Turmoil becomes a copy of that creature until end of turn. It gains haste and vigilance until end of turn.

: Exile the top card of your library. If it's a creature card with converted mana cost 3 or less, you may cast it.


Alliance — Whenever another creature enters the battlefield under your control, you gain 3 life. If this is the third time this ability resolves this turn, you may pay 12 life. If you do, draw three cards.
Whenever a creature enters the battlefield under your control, if it was not cast from hand, put a +1/+1 counter on it.
Whenever a creature with a counter on it you control dies, surveil 1.
Whenever a creature with a counter on it you control dies, surveil 1.
When this permanent enters, exile up to one target artifact or enchantment.
At the beginning of your upkeep, you may create a copy of a permanent card exiled with this permanent. If you do, its owner loses 1 life and draws a card.
At the beginning of your upkeep, you may create a copy of a permanent card exiled with this permanent. If you do, its owner loses 1 life and draws a card.
Enchant creature you control
When Cartouche of Power enters the battlefield, draw a card, then each player discards a card, then draw a card.
Enchanted creature gets +2/+2 and an additional +2/+2 for each opponent that has less cards in hand than you.
When Cartouche of Power enters the battlefield, draw a card, then each player discards a card, then draw a card.
Enchanted creature gets +2/+2 and an additional +2/+2 for each opponent that has less cards in hand than you.
At the beginning of each player's upkeep, that player sacrifices a permanent, then draws a card. If the sacrificed permanent was a token, they discard a card.
As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it.
During your turn creatures with power 3 or more can't be blocked by creatures with power 2 or less and vice versa.
You wanna go through this once more with someone your own size?
Creatures you control get +1/+1.
Whenever you cast an enchantment spell, you may return Tusava's Hymn to its owner's hand. If you do, draw a card.
Whenever you cast an enchantment spell, you may return Tusava's Hymn to its owner's hand. If you do, draw a card.
Your opponents can’t play lands or cast spells from their graveyards.
You may play lands and cast spells from your opponents’ graveyards as though those cards were in your graveyard.
You may play lands and cast spells from your opponents’ graveyards as though those cards were in your graveyard.
Whenever an opponent loses life, you may create that many 1/1 green Saproling creature tokens.
Your mana pool doesn't empty as steps and phases end.
If you would lose life, remove that much mana from your mana pool instead.
Whenever a spell or activated ability adds one or more mana to your mana pool, add one additional mana of any color added this way to your mana pool.
When your mana pool is empty, you lose the game.
If you would lose life, remove that much mana from your mana pool instead.
Whenever a spell or activated ability adds one or more mana to your mana pool, add one additional mana of any color added this way to your mana pool.
When your mana pool is empty, you lose the game.
When this Case enters the battlefield, exchange control of two target permanents that share a card type.
To solve — Each player controls two permanents they don't own. (If unsolved, solve at the beginning of your end step.)
Solved — Exile this Case: Gain control of all permanents you own.
To solve — Each player controls two permanents they don't own. (If unsolved, solve at the beginning of your end step.)
Solved — Exile this Case: Gain control of all permanents you own.
When this enchantment enters, exile the top four cards of your library.
At the beginning of your end step, exchange a card exiled with this enchantment and a card from your graveyard.


, Put four cards from your graveyard on the bottom of your library: Exchange your hand and all cards exiled with this enchantment.
At the beginning of your end step, exchange a card exiled with this enchantment and a card from your graveyard.



When Secrets of the Howling Mine enters the battlefield, draw two cards.
At the beginning of each player's draw step, that player draws two additional cards.
To solve — You have ten or more cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever an opponent draws a card other than the first card they draw during their draw step, that player discards a card unless they pay 3 life.
At the beginning of each player's draw step, that player draws two additional cards.
To solve — You have ten or more cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever an opponent draws a card other than the first card they draw during their draw step, that player discards a card unless they pay 3 life.
Flying, haste, vigilance, menace
4/4
[Morbid] — At the beginning of each end step, if a creature died this turn, draw a card.
Sacrifice a creature, discard a card: Draw a card.
Sacrifice a creature, discard a card: Draw a card.
Whenever you cast a spell from your hand, exile the top card of your library, you may play it this turn.
Whenever you cast a spell, if you didn't cast it from your hand, draw a card.
Whenever you cast a spell, if you didn't cast it from your hand, draw a card.
Whenever a creature you control enters the battlefield or dies, put a +1/+1 counter on each creature you control.
Whenever a land enters the battlefield under a player's control, that player draws a card and creates two 1/1 white Soldier creature tokens, then you may draw card. If you don't, create two 1/1 white Soldier creature tokens.
Whenever all creatures you control attack, you may choose one of them. If you do, all creatures you control become a copy of that creature until end of turn.
When Assimilation enters the battlefield, exile target permanent.
Pay the exiled cards mana cost: Create a token that is a copy of the exiled card.
Pay the exiled cards mana cost: Create a token that is a copy of the exiled card.
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Show rarities: C U R M
![Assorted] Enchantments: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Planeswalkers’ loyalty abilities you activate cost an additional +1 and 2 life to activate.
last 2023-03-05 13:36:48 by SecretInfiltrator