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Audacity
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) When this Aura is put into a graveyard from the battlefield, draw a card.
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Bearer of Memory
  ( 3)
Enchantment Creature — Human Monk
(3/2)
 : Put a +1/+1 counter on target enchantment creature. It gains trample until end of turn.
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Cartouche of Strength
  ( 3)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
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Case of the Trampled Garden
  ( 3)
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
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Demolisher Spawn
   ( 7)
Enchantment Creature — Horror
(7/7)
Trample, haste Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
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Destiny Spinner
  ( 2)
Enchantment Creature — Human
(2/3)
Creature and enchantment spells you control can't be countered.  : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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Dragon Fangs
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has trample. When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
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Epic Proportions
   ( 6)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +5/+5 and has trample.
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Equestrian Skill
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. As long as enchanted creature is a Human, it has trample.
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Experimental Lab // Staff Room (Experimental Lab)
  ( 4)
Enchantment — Room
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fists of Ironwood
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.
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Frantic Strength
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/+2 and has trample.
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Full Moon's Rise
  ( 2)
Enchantment
Werewolf creatures you control get +1/+0 and have trample. Sacrifice this enchantment: Regenerate all Werewolf creatures you control.
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Gaea's Embrace
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has trample. : Regenerate enchanted creature.
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Garruk's Uprising
  ( 3)
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
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Giant Inheritance
  ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +5/+5 and has "Whenever this creature attacks, create a Monster Role token attached to up to one target attacking creature." (Enchanted creature gets +1/+1 and has trample.) When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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Gigantiform
   ( 5)
Enchantment — Aura
Kicker  Enchant creature Enchanted creature has base power and toughness 8/8 and has trample. When this Aura enters, if it was kicked, you may search your library for a card named Gigantiform, put it onto the battlefield, then shuffle.
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Glorious Sunrise
   ( 5)
Enchantment
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains " : Add   " until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
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Go-Shintai of Boundless Vigor
  ( 2)
Legendary Enchantment Creature — Shrine
(1/1)
Trample At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
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Greater Tanuki
   ( 6)
Enchantment Creature — Dog
(6/5)
Trample Channel —  , Discard this card: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Hidden Guerrillas
 ( 1)
Enchantment
When an opponent casts an artifact spell, if this permanent is an enchantment, it becomes a 5/3 Soldier creature with trample.
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Howlpack Resurgence
  ( 3)
Enchantment
Flash Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
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Humbler of Mortals
   ( 6)
Enchantment Creature — Elemental
(5/5)
Constellation — Whenever this creature or another enchantment you control enters, creatures you control gain trample until end of turn.
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Hunter's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.  : Level 2
//Level_2// Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.  : Level 3
//Level_3// At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
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Mythic Proportions
    ( 7)
Enchantment — Aura
Enchant creature Enchanted creature gets +8/+8 and has trample.
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Nylea, God of the Hunt
  ( 4)
Legendary Enchantment Creature — God
(6/6)
Indestructible As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.) Other creatures you control have trample.  : Target creature gets +2/+2 until end of turn.
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Nylea's Emissary
  ( 4)
Enchantment Creature — Cat
(3/3)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Trample Enchanted creature gets +3/+3 and has trample.
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Nylea's Forerunner
  ( 5)
Enchantment Creature — Beast
(5/3)
Trample Other creatures you control have trample.
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Nyx Herald
  ( 3)
Enchantment Creature — Centaur Shaman
(2/3)
At the beginning of combat on your turn, target enchanted creature or enchantment creature you control gets +1/+1 and gains trample until end of turn.
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Nyxbloom Ancient
    ( 7)
Enchantment Creature — Elemental
(5/5)
Trample If you tap a permanent for mana, it produces three times as much of that mana instead.
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Nyxborn Behemoth
   ( 12)
Enchantment Creature — Beast
(10/10)
This spell costs less to cast, where X is the total mana value of noncreature enchantments you control. Trample  , Sacrifice another enchantment: This creature gains indestructible until end of turn.
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Nyxborn Hydra
  ( 1)
Enchantment Creature — Hydra
(0/1)
Bestow   (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Reach, trample This permanent enters with X +1/+1 counters on it. Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
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Primal Frenzy
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has trample.
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Primal Rage
  ( 2)
Enchantment
Creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Prodigious Growth
   ( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +7/+7 and has trample.
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Rancor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
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Remnant of the Rising Star
( 0)
Enchantment Creature — Dragon Spirit
(2/2)
Flying Whenever another creature you control enters, you may pay . When you do, put X +1/+1 counters on that creature. As long as you control five or more modified creatures, this creature gets +5/+5 and has trample. (Equipment, Auras you control, and counters are modifications.)
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Rune of Might
  ( 2)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
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Savage Hunger
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has trample. Cycling ( , Discard this card: Draw a card.)
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Setessan Training
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Song of Freyalise
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain " : Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
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Spawning Grounds
   ( 8)
Enchantment — Aura
Enchant land Enchanted land has " : Create a 5/5 green Beast creature token with trample."
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Experimental Lab // Staff Room (Staff Room)
  ( 3)
Enchantment — Room
Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Talons of Wildwood
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)  : Return this card from your graveyard to your hand.
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Temur Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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The Huntsman's Redemption
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 3/3 green Beast creature token. II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle. III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
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The Weatherseed Treaty
  ( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Create a 1/1 green Saproling creature token. III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
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Tiger Claws
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1 and has trample.
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Trudge Garden
  ( 3)
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
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Vow of Wildness
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
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Welcome to . . .
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga. II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn. III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.
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