Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +3/+0 and has first strike.
Enchantment — Aura
Enchant creature
Enchanted creature has ": Create a token that's a copy of this creature, except it has haste. Exile that token at the beginning of the next end step."
Enchantment
Your opponents can't search libraries.
If an opponent would begin an extra turn, that player skips that turn instead.
Enchantment
As long as it's your turn, creatures you control get +1/+0 and have trample.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as The Horus Heresy remains on the battlefield.
II — Draw a card for each creature you control but don't own.
III — Starting with you, each player chooses a creature. Destroy each creature chosen this way.
Enchantment — Saga // Enchantment Creature — Human Samurai (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
II — Creatures you control get +1/+0 until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Nameless Conqueror
Trample, haste
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +2/+2 and attacks each combat if able.
Enchantment
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
Enchantment
When Curse of Marit Lage enters the battlefield, tap all Islands.
Islands don't untap during their controllers' untap steps.
Enchantment
At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
Enchantment
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
You can't play lands or cast spells from your hand.
: Destroy Experimental Frenzy.
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn.
You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
Enchantment — Aura
Enchant permanent
When Frenzied Fugue enters the battlefield or at the beginning of your upkeep, gain control of enchanted permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them.
At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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