Enchantment
When Bonds of Mortality enters the battlefield, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.
Enchantment
Constellation — Whenever Boon of the Spirit Realm or another enchantment enters the battlefield under your control, put a blessing counter on Boon of the Spirit Realm.
Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.
Enchantment — Aura Cartouche
Enchant creature you control
When Cartouche of Knowledge enters the battlefield, draw a card.
Enchanted creature gets +1/+1 and has flying.
Enchantment — Aura Cartouche
Enchant creature you control
When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance.
Enchanted creature gets +1/+1 and has first strike.
Enchantment — Case
When this Case enters the battlefield, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.
Enchantment
When Court of Ardenvale enters the battlefield, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment
Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, exile that creature.
Legendary Creature — Spirit // Enchantment — Aura (4/4)
Flying
When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Dorothea's Retribution
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."
If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
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 — Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Fangs from your graveyard to the battlefield attached to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Shadow from your graveyard to the battlefield attached to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature has flying.
Cycling (, Discard this card: Draw a card.)
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Wings from your graveyard to the battlefield attached to that creature.
Enchantment
, Exile two creature cards from your graveyard: Create a 1/1 black Skeleton creature token. It has ": Regenerate this creature."
When Drudge Spell leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated.
Enchantment
Whenever a creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on that creature.
, Sacrifice Durable Handicraft: Put a +1/+1 counter on each creature you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
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