Bitterblossom (2) At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying. |
Boggart Shenanigans (3) Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player or planeswalker. |
Bound in Silence (3) Enchant creature Enchanted creature can't attack or block. |
Eldrazi Conscription (8) Enchant creature Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.) |
Eyes of the Wisent (2) Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token. |
Faerie Tauntings (3) Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life. |
Favor of the Mighty (2) Each creature with the highest mana value has protection from all colors. |
Form of the Mulldrifter (5) When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.) |
Hoofprints of the Stag (2) Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. , Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn. |
Lignify (2) Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities. |
Merrow Commerce (2) At the beginning of your end step, untap all Merfolk you control. |
Militia's Pride (2) Whenever a nontoken creature you control attacks, you may pay . If you do, create a 1/1 white Kithkin Soldier creature token that's tapped and attacking. |
Prowess of the Fair (2) Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token. |
Rebellion of the Flamekin (4) Whenever you clash, you may pay . If you do, create a 3/1 red Elemental Shaman creature token. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.) |
Greetings, fellow enthusiasts of the mystical realms! As someone deeply entrenched in the intricate tapestry of Magic: The Gathering, I bring forth my expertise to illuminate the arcane mysteries of tribal enchantments. My extensive experience and unwavering passion for the game make me a reliable guide through the intricacies of the enchantments you seek to unravel.
Let's delve into the captivating world of tribal enchantments, each a unique manifestation of magic with its own set of rules and consequences.
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Bitterblossom (2) - Tribal Enchantment — Faerie:
- At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
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Boggart Shenanigans (3) - Tribal Enchantment — Goblin:
- Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player or planeswalker.
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Bound in Silence (3) - Tribal Enchantment — Rebel Aura:
- Enchant creature. Enchanted creature can't attack or block.
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Eldrazi Conscription (8) - Tribal Enchantment — Eldrazi Aura:
- Enchant creature. Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)
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Eyes of the Wisent (2) - Tribal Enchantment — Elemental:
- Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token.
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Faerie Tauntings (3) - Tribal Enchantment — Faerie:
- Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
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Favor of the Mighty (2) - Tribal Enchantment — Giant:
- Each creature with the highest mana value has protection from all colors.
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Form of the Mulldrifter (5) - Tribal Enchantment — Elemental:
- When Form of the Mulldrifter enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
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Hoofprints of the Stag (2) - Tribal Enchantment — Elemental:
- Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
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Lignify (2) - Tribal Enchantment — Treefolk Aura:
- Enchant creature. Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
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Merrow Commerce (2) - Tribal Enchantment — Merfolk:
- At the beginning of your end step, untap all Merfolk you control.
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Militia's Pride (2) - Tribal Enchantment — Kithkin:
- Whenever a nontoken creature you control attacks, you may pay . If you do, create a 1/1 white Kithkin Soldier creature token that's tapped and attacking.
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Prowess of the Fair (2) - Tribal Enchantment — Elf:
- Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
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Rebellion of the Flamekin (4) - Tribal Enchantment — Elemental:
- Whenever you clash, you may pay . If you do, create a 3/1 red Elemental Shaman creature token. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.)
These enchantments showcase the diverse strategies and thematic elements woven into the rich tapestry of Magic: The Gathering. May your adventures in the multiverse be as enchanting as the cards themselves!