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Enchant creature
Enchanted creature has flying.
Cycling (, Discard this card: Draw a card.)
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchant creature you control
When this Aura enters, draw a card.
Enchanted creature gets +1/+1 and has flying.
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When this Aura is put into a graveyard from the battlefield, you may pay . If you do, scry 1, then draw a card.
When enchanted creature dies, return that card to the battlefield under your control.
At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless they pay .
When this creature enters, you may put an Aura card from your hand onto the battlefield attached to this creature.
When this creature enters, you may return target card with awaken from your graveyard to your hand.
Land creatures you control have flying.
Enchant Island
: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return this card from your graveyard to your hand.
When this Aura enters, put a +1/+1 counter on enchanted creature.
Whenever a creature you control enters, you may return this Aura to its owner's hand.
Flying, lifelink
This creature can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.)
Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
When this Aura enters, draw two cards, then discard a card.
Discard a card: Return enchanted creature to its owner's hand.
Enchanted creature gets +2/+2, has flying, and can't attack you or planeswalkers you control.
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1.
When enchanted creature dies, if that creature was a Horror, return this card to its owner's hand.
When this Aura enters, if you control a Desert or there is a Desert card in your graveyard, tap enchanted creature.
Flash
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.