Enchantment
At the beginning of your upkeep, you may put a verse counter on Vile Requiem.
, Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step.
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.)
When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
When Ancestral Knowledge leaves the battlefield, shuffle your library.
Enchantment — Case
Whenever a Detective enters the battlefield under your control and whenever a Detective you control is turned face up, put a +1/+1 counter on it.
To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.)
Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this artifact: Draw a card.")
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Enchantment
Coral Reef enters the battlefield with four polyp counters on it.
Sacrifice an Island: Put two polyp counters on Coral Reef.
, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.
Enchantment — Aura
Enchant land you control
Enchanted land is a 3/3 red Spirit creature with haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
Enchantment
Whenever you gain life, you may pay . If you do, draw a card.
: Create a 1/1 white Soldier creature token with lifelink.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Target player mills two cards, then exiles their graveyard.
III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Enchantment — Aura
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
Enchantment — Aura
Enchant creature
Sacrifice a Forest: Regenerate enchanted creature.
When Fortitude is put into a graveyard from the battlefield, return Fortitude to its owner's hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a Cursed Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
II — Scry 2.
III — When you cast your next instant or sorcery spell with mana value 3 or less this turn, copy that spell. You may choose new targets for the copy.
Enchantment
Black and/or red permanents and spells are colorless sources of damage.
Enchantment
: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at the beginning of the next end step. If you lose the flip, sacrifice that creature.
Enchantment
Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.
Enchantment
As Handcuffs enters the battlefield, choose a player.
When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents.
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
Enchantment — Aura
Enchant creature
Heliod's Punishment enters the battlefield with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has ": Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
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