Enchantement
Au début de l'entretien de chaque joueur, toutes les créatures que vous contrôlez acquièrent le vol jusqu'à la fin du tour si une créature que vous contrôlez a le vol. C'est vrai aussi pour la peur, l'initiative, la double initiative, la traversée de terrain, la protection, le piétinement et la vigilance.
For example, a player controls three creatures when Concerted Effort’s ability resolves: one creature with flying and protection from red, one with islandwalk and protection from green; and one with vigilance. All three creatures will have flying, islandwalk, vigilance, protection from red, and protection from green until the end of the turn.
Creatures keep all abilities granted this way until the end of the turn, even if Concerted Effort or the original creature with that ability leaves the battlefield.
In Two-Headed Giant, triggers only once per upkeep, not once for each player.