Catalog
Card data and images via Scryfall; card images © Wizards of the Coast. Prices are the cheapest tournament-legal paper printing (TCGplayer market, via Scryfall). Pure Premodern is unofficial Fan Content.
995 cards · showing 841–900 (page 15 of 17) · 2 ms
5 banned cards hidden — show them
Enchantment
{2 generic}{green}: This enchantment deals 1 damage to target creature. Create a 1/1 green Splinter creature token. It has flying and "Cumulative upkeep {green}." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Alliances · Rare$0.63
Enchantment
At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.
Whenever a creature with a fungus counter on it dies, create a 1/1 green Saproling creature token for each fungus counter on that creature.
When this enchantment leaves the battlefield, remove all fungus counters from all creatures.
Urza's Saga · Rare$3.74
Enchantment — Aura
Enchant Swamp
When enchanted land becomes tapped, destroy it.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Urza's Saga · Uncommon$0.22
Enchantment
Whenever a creature enters, destroy all other creatures that share a color with it. They can't be regenerated.
Invasion · Rare$12.00
Enchantment
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
Visions · Rare$84.28
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, return that card to its owner's hand.
Apocalypse · Common$0.20
Enchantment
Sorcery spells cost {3 generic} more to cast.
Mercadian Masques · Rare$0.41
Enchantment — Aura
Enchant land
Enchanted land has "{tap}: Create a 1/1 green Squirrel creature token."
Odyssey · Uncommon$0.25
Enchantment — Aura
Enchant creature
Enchanted creature has vigilance.
Sacrifice this Aura: Regenerate enchanted creature.
Mercadian Masques · Uncommon$0.27
Enchantment
At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
Invasion · Rare$0.42
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
Odyssey · Uncommon$2.06
Enchantment
Players skip their untap steps.
At the beginning of your upkeep, sacrifice this enchantment unless you pay {blue}.
Fourth Edition · Rare$9.65
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
Mercadian Masques · Rare$5.29
Enchantment — Aura
Enchant artifact
You control enchanted artifact.
Fourth Edition · Uncommon$0.19
Enchantment — Aura
Enchant enchantment
You control enchanted enchantment.
Tempest · Uncommon$8.70
Enchantment — Aura
Enchant land
When enchanted land becomes tapped, destroy it and this Aura deals 1 damage to that land's controller. That player attaches this Aura to a land of their choice.
Odyssey · Uncommon$0.18
Enchantment
As this enchantment enters, choose a creature type.
Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
Onslaught · Rare$2.06
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
{1 generic}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Invasion · Uncommon$4.40
Enchantment
{green}{green}: This enchantment becomes a 4/3 Centaur creature in addition to its other types until end of turn.
Odyssey · Uncommon$0.12
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
{red}: Enchanted creature gets +1/+0 until end of turn.
Ice Age · Common$0.08
Enchantment
{green}{green}: Tap target creature with flying.
Tempest · Uncommon$0.20
Enchantment
{2 generic}, Discard a card at random: This enchantment deals 2 damage to any target.
Ice Age · Rare$0.28
Enchantment
As this enchantment enters, choose a color.
{white}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Mercadian Masques · Uncommon$0.37
Enchantment
{black}{black}, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield.
Weatherlight · Uncommon$0.24
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 and has protection from black.
Madness {white} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Torment · Uncommon$0.25
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1 and has protection from white.
Madness {black} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Torment · Uncommon$0.37
Enchantment — Aura
Enchant creature
Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
Invasion · Common$0.13
Enchantment — Aura
Enchant creature
When this Aura enters, draw a card.
Enchanted creature's activated abilities can't be activated.
Torment · Uncommon$0.14
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
Urza's Legacy · Rare$1.92
Enchantment
When this enchantment enters, destroy all Djinns and Efreets. They can't be regenerated.
Whenever a Djinn or Efreet enters, destroy it. It can't be regenerated.
Visions · Rare$1.14
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
Urza's Saga · Rare$0.41
Enchantment
At the beginning of each player's upkeep, this enchantment deals 2 damage to that player.
If a player would gain life, that player gains no life instead.
Scourge · Rare$0.87
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+3.
{white}: Return enchanted creature to its owner's hand.
Visions · Common$0.10
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you pay {blue}{blue}.
Blue creatures get +1/+1.
Fourth Edition · Common$0.18
Enchantment — Aura
Enchant land
Enchanted land has "{tap}: Counter target spell unless its controller pays {1 generic}."
Prophecy · Uncommon$0.66
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
Planeshift · Rare$0.21
Enchantment
{green}, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Exodus · Rare$444.24
Enchantment
{1 generic}, Sacrifice a land: Target creature gets +1/+1 until end of turn.
Mercadian Masques · Uncommon$0.28
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Fourth Edition · Rare$26.60
Enchantment
Skip your draw step.
{1 generic}, Tap two untapped creatures you control: Draw a card.
Apocalypse · Rare$0.53
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1.
Tempest · Uncommon$0.18
Enchantment
Whenever a creature enters, its controller sacrifices a creature or land of their choice.
Urza's Saga · Rare$8.33
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land is a Swamp.
Invasion · Common$0.12
Enchantment — Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature dies, that creature's controller chooses a creature that this card could enchant. If the player does, return this card to the battlefield under your control attached to that creature. If they don't, return this card to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, this enchantment deals 1 damage to that player."
Chronicles · Uncommon$0.23
Enchantment
When there are no creatures on the battlefield, sacrifice this enchantment.
{2 generic}: This enchantment deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.
Prophecy · Rare$0.21
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove this Aura.
Sacrifice this Aura: Destroy target enchantment.
Odyssey · Uncommon$0.16
Enchantment
Whenever a land enters, tap all lands its controller controls.
Invasion · Rare$3.69
Enchantment
{white}, Sacrifice an enchantment: Destroy target enchantment.
{3 generic}{blue}{blue}: Counter target enchantment spell.
Invasion · Uncommon$0.27
Enchantment — Aura
Enchant artifact or creature
Enchanted permanent 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.)
Mirage · Common$0.15
Enchantment
As this enchantment enters, choose a color.
Creatures of the chosen color without flying can't attack you.
Invasion · Rare$0.93
World Enchantment
At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Visions · Rare$2.44
Enchantment
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Weatherlight · Uncommon$1.07
Enchantment
Whenever a player discards a card, you may pay {1 generic}{blue}. If you do, you may tap or untap target permanent.
Judgment · Rare$0.27
Enchantment
Your opponents play with their hands revealed.
Urza's Saga · Uncommon$0.52
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Invasion · Rare$0.38
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a land.
Players can't play lands.
Mercadian Masques · Rare$0.43
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
Judgment · Rare$5.27
Enchantment
{X}: This enchantment becomes an X/X Wall creature with defender in addition to its other types until end of turn.
Odyssey · Uncommon$0.27
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0.
{red}{red}{red}: Regenerate enchanted creature.
Fourth Edition · Common$0.08
Enchantment
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Odyssey · Uncommon$0.22