However, they also read, At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. So were counting all of those in this little roundup, which puts them at the top of this list
To spread them out, we stuck Duress in Urza's Saga and it's reflection in Urza's Legacy : The two got brought back together for Seventh Edition , but after that it was decided to just use Duress, which turned out to be a more popular (and, not a coincidence, more powerful) card
Lets examine how this mechanic works, look at the standout cards from Bloomburrow that best utilize this mechanic, and share a Commander decklist that shows gifts in action
White, interestingly, does not have any world enchantments