21 – 40 of 899 cards where the card types include “enchantment” and the colors ≥ W

Case of the Uneaten Feast (Murders at Karlov Manor #10)

Case of the Uneaten Feast {W}

Enchantment — Case

Whenever a creature enters the battlefield under your control, you gain 1 life.

To solve — You’ve gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Sacrifice this Case: Creature cards in your graveyard gain “You may cast this card from your graveyard” until end of turn.

Illustrated by Titus Lunter

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Chained to the Rocks (Theros #4)

Chained to the Rocks {W}

Enchantment — Aura

Enchant Mountain you control

When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner’s control.)

Illustrated by Aaron Miller

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Cleric Class (Adventures in the Forgotten Realms #6)

Cleric Class {W}

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

If you would gain life, you gain that much life plus 1 instead.

{3}{W}: Level 2

Whenever you gain life, put a +1/+1 counter on target creature you control.

{4}{W}: Level 3

When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature’s toughness.

Illustrated by Alayna Danner

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Coalition Flag (Apocalypse #2)

Coalition Flag {W}

Enchantment — Aura

Enchant creature you control

Enchanted creature is a Flagbearer.

While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.

Illustrated by Darrell Riche

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Consecrate Land (Time Spiral Timeshifted #4)

Consecrate Land {W}

Enchantment — Aura

Enchant land

Enchanted land has indestructible and can’t be enchanted by other Auras.

Illustrated by Jeff A. Menges

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Cowed by Wisdom (Saviors of Kamigawa #5)

Cowed by Wisdom {W}

Enchantment — Aura

Enchant creature

Enchanted creature can’t attack or block unless its controller pays {1} for each card in your hand.

Illustrated by Daren Bader

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Curse of Silence (Innistrad: Midnight Hunt #15)

Curse of Silence {W}

Enchantment — Aura Curse

Enchant player

As Curse of Silence enters the battlefield, choose a card name.

Spells with the chosen name enchanted player casts cost {2} more to cast.

Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.

Illustrated by Irina Nordsol

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Daily Regimen (Duel Decks: Heroes vs. Monsters #18)

Daily Regimen {W}

Enchantment — Aura

Enchant creature

{1}{W}: Put a +1/+1 counter on enchanted creature.

What self-indulgence tears down, discipline builds up again.

Illustrated by Warren Mahy

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Deafening Silence (Throne of Eldraine #10)

Deafening Silence {W}

Enchantment

Each player can’t cast more than one noncreature spell each turn.

“They have forsaken their vows. The edict of the Circle demands their voices be silenced.”
—Syr Tasdale, knight of Ardenvale

Illustrated by Igor Kieryluk

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Defensive Formation (Urza's Saga #9)

Defensive Formation {W}

Enchantment

Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature’s combat damage as you choose among any of the creatures blocking it.

“Your enemies will pound upon the door of your defenses, but only you shall have the key, and it is the key of life.”
Song of All, canto 873

Illustrated by Greg Staples

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Demotion (Guilds of Ravnica #9)

Demotion {W}

Enchantment — Aura

Enchant creature

Enchanted creature can’t block, and its activated abilities can’t be activated.

There’s no greater honor than joining your chosen guild, and no greater shame than failing it.

Illustrated by Joe Slucher

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Detainment Spell (Time Spiral #12)

Detainment Spell {W}

Enchantment — Aura

Enchant creature

Enchanted creature’s activated abilities can’t be activated.

{1}{W}: Attach Detainment Spell to target creature.

Bind the mind rather than the wrist, and you stop the intent to harm before it starts.

Illustrated by Darrell Riche

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Detention Vortex (Strixhaven: School of Mages #13)

Detention Vortex {W}

Enchantment — Aura

Enchant nonland permanent

Enchanted permanent can’t attack or block, and its activated abilities can’t be activated.

{3}: Destroy Detention Vortex. Only your opponents may activate this ability and only as a sorcery.

Illustrated by Campbell White

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Edge of the Divinity (Eventide #87)

Edge of the Divinity {W/B}

Enchantment — Aura

Enchant creature

As long as enchanted creature is white, it gets +1/+2.

As long as enchanted creature is black, it gets +2/+1.

The divinity’s patronage confers both wicked grace and graceful wickedness.

Illustrated by Dan Murayama Scott

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Ephara's Radiance (Born of the Gods #9)

Ephara's Radiance {W}

Enchantment — Aura

Enchant creature

Enchanted creature has “{1}{W}, {T}: You gain 3 life.”

“Civilization is the sum of Ephara’s gifts.”
—Olexa of the Twelve

Illustrated by James Ryman

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Equinox (Legends #13)

Equinox {W}

Enchantment — Aura

Enchant land

Enchanted land has “{T}: Counter target spell if it would destroy a land you control.”

Illustrated by Susan Van Camp

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Ethereal Armor (Return to Ravnica #9)

Ethereal Armor {W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.

Metal is scarce, smiths are pricey, and plate mail is heavy.

Illustrated by Daarken

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Fasting (The Dark #7)

Fasting {W}

Enchantment

At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it.

If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life.

When you draw a card, destroy Fasting.

Illustrated by Douglas Shuler

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Flickering Ward (Tempest #19)

Flickering Ward {W}

Enchantment — Aura

Enchant creature

As Flickering Ward enters the battlefield, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn’t remove Flickering Ward.

{W}: Return Flickering Ward to its owner’s hand.

Illustrated by Greg Simanson

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Fylgja (Ice Age #26)

Fylgja {W}

Enchantment — Aura

Enchant creature

Fylgja enters the battlefield with four healing counters on it.

Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.

{2}{W}: Put a healing counter on Fylgja.

Illustrated by Edward P. Beard, Jr.

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