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.
Card Comments