Enchant creatureEnchanted creature gets +2/+1.Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Enchant creatureEnchanted creature gets +2/+1.Enchanted creature has intimidate as long as its controller controls no other creatures. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Equipped creature gets +1/+1.As long as equipped creature is a Human or an Angel, it has vigilance.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Enchant creatureEnchanted creature doesn't untap during its controller's untap step.When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.
Enchant creatureEnchanted creature doesn't untap during its controller's untap step.When enchanted creature becomes the target of a spell, sacrifice Spectral Prison.
Choose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of their choice of the first type, sacrifices two of their choice of the second type, then sacrifices three of their choice of the third type.
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)