Enchantment
: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it on the bottom of your library.
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.)
Creature — Vampire (2/1)
First strike
When Cemetery Gatekeeper enters the battlefield, exile a card from a graveyard.
Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, Cemetery Gatekeeper deals 2 damage to that player.
Enchantment — Aura
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
Enchantment
Flash
At the beginning of each player's draw step, that player draws an additional card.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying, haste, and ": This creature gets +1/+0 until end of turn." It's a Dragon in addition to its other types.
When enchanted creature dies, return Draconic Destiny to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature has haste.
: Enchanted creature gets +1/+0 until end of turn.
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Breath from your graveyard to the battlefield attached to that creature.
Enchantment
Cumulative upkeep—Pay 1 life. (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, that player sacrifices a green or white permanent.
Enchantment — Aura
Enchant creature you control
Creatures you control have haste.
Enchantment
At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+0 and can only attack alone.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has ": Target creature can't block this creature this turn."
Enchantment — Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
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