Enchanter
by on
Enchanter
by on

Enchanter

Ward {1}
Whenever an Enchantment enters the battlefield under your control, exile up to 3 target cards from graveyards.
As long as there are 10 or more cards exiled by Enchanter, creatures you control get +1/+1 and get Ward {1}. As long as there are 25 or more cards exiled by Enchanter, creatures you control get +1/+1 and gain hexproof. As long as there are 50 or more cards exiled by Enchanter, creatures you control get +3/+3 and gain indestructable.

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