Enchantment
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment — Aura
Enchant creature
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with ", , Sacrifice this artifact: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
Enchantment — Aura
Enchant creature
: The next 1 damage that would be dealt to enchanted creature this turn is dealt to any target instead.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Exile enchanted creature.
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment
Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Cycling (, Discard this card: Draw a card.)
Enchantment
Whenever a creature deals damage to you, put a gold counter on it.
Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.)
When Aurification leaves the battlefield, remove all gold counters from all creatures.
Enchantment — Saga // Enchantment Creature — Insect (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature you control gets +1/+1 and gains flying until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Imperial Moth
Flying
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment
As Citadel Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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