Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
Destroy all lands.
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Benalia has a complex caste system that changes with the lunar year. No matter what the season, the only caste that cannot be attained by either heredity or money is that of the hero.
Enchant creature
Enchanted creature has protection from black. This effect doesn't remove this Aura.
Cast this spell only during combat before blockers are declared.
Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.
Enchant creature
: Enchanted creature gets +1/+1 until end of turn.
Enchant creature
Enchanted creature has protection from blue. This effect doesn't remove this Aura.
Untapped creatures you control get +0/+2.
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
At the beginning of your upkeep, sacrifice this enchantment unless you pay .
All Mountains are Plains.
White creatures get +1/+1.
Regenerate target creature.
Destroy target artifact or enchantment.
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove this Aura.
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
Choose one —
• Target player gains 3 life.
• Prevent the next 3 damage that would be dealt to any target this turn.
Enchant creature
Enchanted creature gets +0/+2.
: Enchanted creature gets +0/+1 until end of turn.
Enchant creature
Enchanted creature gets +1/+2.
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.
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of Swamps they control.
Enchant creature
Enchanted creature has first strike.
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Before a woman marries in the village of Sursi, she must visit the land of the Mesa Pegasus. Legend has it that if the woman is pure of heart and her love is true, a Mesa Pegasus will appear, blessing her family with long life and good fortune.
, : Destroy target black permanent.
"Look to the north; there you will find aid and comfort." —The Book of Tal
"'Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' 'Well, now that we have seen each other,' said the Unicorn, 'if you'll believe in me, I'll believe in you.'" —Lewis Carroll
: The next 1 damage that would be dealt to this creature this turn is dealt to its owner instead. Only this creatures owner may activate this ability.
When this creature dies, its owner loses half their life, rounded up.
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove this Aura.
Return target creature card from your graveyard to the battlefield.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Target blocking creature gets +7/+7 until end of turn.
: Prevent the next 1 damage that would be dealt to any target this turn.
Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.
The traditional kings of the jungle command a healthy respect in other climates as well. Relying mainly on their stealth and speed, Savannah Lions can take a victim by surprise, even in the endless flat plains of their homeland.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.
Exile target creature. Its controller gains life equal to its power.
As long as this creature is untapped, all damage that would be dealt to you by unblocked creatures is dealt to this creature instead.
Good bodyguards are hard to find, mainly because they don't live long.
Defender (This creature can't attack.)
Flying
Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation."
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Enchant creature
Enchanted creature has protection from white. This effect doesn't remove this Aura.
Destroy all creatures. They can't be regenerated.
Flying
These spirits of the air are winsome and wild, and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.
Target player draws three cards.
Enchant artifact
As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Choose one —
• Counter target red spell.
• Destroy target red permanent.
Target player draws X cards.
You may have this creature enter as a copy of any creature on the battlefield.
Enchant creature
You control enchanted creature.
You may have this enchantment enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
Counter target spell.
Enchant creature
When enchanted creature dies, this Aura deals damage equal to that creature's toughness to the creature's controller.
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.
Enchant creature
Enchanted creature has flying.
Enchant creature
Enchanted creature can't be blocked except by Walls.