Enchantment — Aura
Enchant opponent
When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay for each artifact they control. If they don't, creatures can't attack this combat.
Legendary Enchantment // Legendary Land
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Metzali, Tower of Triumph
(Transforms from Path of Mettle.)
: Add one mana of any color.
, : Metzali, Tower of Triumph deals 2 damage to each opponent.
, : Choose a creature at random that attacked this turn. Destroy that creature.
Enchantment
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player casts a spell, that player flips a coin. If they lose the flip, counter that spell.
Enchantment — Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless they pay .
Cycling (, Discard this card: Draw a card.)
Legendary Enchantment
When Proft's Eidetic Memory enters the battlefield, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment Creature — God (7/6)
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Enchantment — Aura
Enchant artifact or enchantment
At the beginning of your upkeep, choose one —
• Destroy enchanted permanent.
• You gain 2 life.
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
Enchantment
When Shortcut to Mushrooms enters the battlefield, the Ring tempts you.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on target creature you control.
Enchantment
: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Sorcerer Class enters the battlefield, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
Enchantment — Aura
Enchant opponent
At the beginning of enchanted opponent's end step, you and that player each draw a card.
When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice Tenuous Truce.
Enchantment
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able.
At the beginning of your end step, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Enchantment — Aura
Enchant creature
When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get -1/-1.
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
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