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Other enchantment creatures you control get +1/+1.
{G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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.
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.