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Chosen by Heliod Enchantment
Enchanted
2 versions
Enchantment — Aura
Enchant creature
When this Aura enters, draw a card.
Enchanted creature gets +0/+2.
Circle of Confinement Enchantment
3 versions
Enchantment
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Circle of Protection: Art Enchantment
2 versions
Enchantment
As Circle of Protection: Art enters, choose an artist.
%1%W: The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
%1%W: Return Circle of Protection: Art to its owner's hand.
Circle of Protection: Artifacts Enchantment
5 versions
Enchantment
%2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Black Enchantment
15 versions
Enchantment
%1: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Blue Enchantment
14 versions
Enchantment
%1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Green Enchantment
14 versions
Enchantment
%1: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Red Enchantment
17 versions
Enchantment
%1: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Shadow Enchantment
Enchantment
%1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
Circle of Protection: White Enchantment
14 versions
Enchantment
%1: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Circle of Solace Enchantment
Enchantment
As this enchantment enters, choose a creature type.
%1%W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
Citadel Siege Enchantment
5 versions
Enchantment
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Citizen's Arrest Enchantment
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
Cleric Class Enchantment
2 versions
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.
Clever Distraction
Transformed Distracting Geist
Enchantment  
2 versions
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls."
If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
Coalition Flag Enchantment
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.
Cold Snap Enchantment
Enchantment
Cumulative upkeep %2
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of snow lands they control.
Commander's Authority Enchantment
Enchantment — Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
Commander's Insignia Enchantment
3 versions
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
Commanding Presence Enchantment
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
Common Cause Enchantment
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
Compulsory Rest Enchantment
3 versions
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "%2, Sacrifice this creature: You gain 2 life."
Concerted Effort Enchantment
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Conclave Tribunal Enchantment
Legion
6 versions
Enchantment
Convoke
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Conclave's Blessing Enchantment
Enchantment — Aura
Convoke
Enchant creature
Enchanted creature gets +0/+2 for each other creature you control.
Consecrate Land Enchantment
6 versions
Enchantment — Aura
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
Consulate Crackdown Enchantment
Story Spotlight 1/5
2 versions
Enchantment
When this enchantment enters, exile all artifacts your opponents control until this enchantment leaves the battlefield.
Consulate Surveillance Enchantment
Enchantment
When this enchantment enters, you get %E%E%E%E (four energy counters).
Pay %E%E: Prevent all damage that would be dealt to you this turn by a source of your choice.
Contemplation Enchantment
Enchantment
Whenever you cast a spell, you gain 1 life.
Convalescence Enchantment
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
38304 cards found
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