Enchantment
Whenever a player casts a creature spell, that player sacrifices a permanent unless they pay .
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
Enchantment
At the beginning of your upkeep, put a time counter on As Foretold.
Once each turn, you may pay rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on As Foretold.
Enchantment
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay ."
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
Legendary Enchantment Artifact
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
Creature — Spirit // Enchantment — Aura (3/1)
Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until end of turn.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Spectral Binding
Enchant creature
Enchanted creature gets -2/-0.
If Spectral Binding would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, sacrifice Binding Grasp unless you pay .
You control enchanted creature.
Enchanted creature gets +0/+1.
Enchantment — Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
Enchantment — Aura
Enchant creature
At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Enchantment — Case
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
Enchantment — Aura
Enchant land
Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
Enchantment
Cast this spell only if there are three or more players in the game.
Whenever a player casts a spell, each of that player's opponents may discard a card. If they do, counter that spell.
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Whenever a player casts a spell without asking your permission while casting it, counter that spell.
When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice Common Courtesy.
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
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