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At the beginning of each player's draw step, that player draws an additional card.
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost more to cast.
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
At the beginning of enchanted player's upkeep, that player mills two cards.
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn.
Partner (You can have two commanders if both have partner.)
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
When your commander deals combat damage to a player, if there is no monarch, you become the monarch.
At the beginning of the monarch's end step, that player draws a card.
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land they control.
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than they do and is their opponent. The first player may discard their hand and draw three cards.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your draw step, draw an additional card, then discard a card.
• Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
Enchant creature
At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Flash
When this enchantment enters, draw a card.
Creatures lose all abilities.
At the beginning of the end step, sacrifice this enchantment.
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.
Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.