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As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Each creature you control is the chosen type in addition to its other types.
Whenever an opponent casts a spell, you may exchange control of this creature and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
As this enchantment enters, choose a color.
Creatures of the chosen color without flying can't attack you.
Enchant creature
You control enchanted creature.
Whenever a creature an opponent controls enters, attach this Aura to that creature.
You can't choose an untapped creature as this spell's target as you cast it.
Whenever an opponent casts a creature spell, create a token that's a copy of it, except it's 1/1.
When this enchantment enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a face-down creature you control enters, draw a card.
As this enchantment enters, choose a land type.
Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.
Constellation — Whenever this creature or another enchantment you control enters, target creature can't be blocked this turn.
When this Aura enters attached to a creature, each other nontoken creature you control becomes a copy of that creature.
Nontoken creatures you control enter as a copy of enchanted creature.
Constellation — Whenever this creature or another enchantment you control enters, target player mills two cards.
Heroic — Whenever you cast a spell that targets this creature, you may return target enchantment to its owner's hand.
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Whenever you cast a spell, copy it and you may choose new targets for the copy. Then balance a card from outside the game on one of your fingertips. When that card falls or touches another card, sacrifice this enchantment.
At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.
Whenever another nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature.