Magic The Gathering Cards of types 'Wizard' and 'enchantment'

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Summon: Esper Ramuh
Archetype of Imagination
Triton Wavebreaker
Esper Terra


Summon: Esper Ramuh

{2}{R}{R}

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Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I - Judgment Bolt - This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III - Wizards you control get +1/+0 until end of turn.
3/3

Archetype of Imagination

{4}{U}{U}

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Enchantment Creature - Human Wizard
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
3/2

Triton Wavebreaker

{U}

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Enchantment Creature - Merfolk Wizard
Bestow {1}{U} (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.) As long as this permanent is a creature, it has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Enchanted creature gets +1/+1 and has prowess.
1/1

Esper Terra

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Legendary Enchantment Creature - Saga Wizard
(As this Saga enters and after your draw step, add a lore counter.) I, II, III - Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. IV - Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). Flying
6/6