Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent sacrifices a creature unless they discard a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Animus of Night's Reach
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
Enchantment
At the beginning of your upkeep, choose one —
• Each player with exactly 13 life loses the game, then each player gains 1 life.
• Each player with exactly 13 life loses the game, then each player loses 1 life.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has intimidate, and can't attack you or planeswalkers you control. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Human Shaman // Enchantment — Aura Curse (4/2)
Spells your opponents cast that target Accursed Witch cost less to cast.
When Accursed Witch dies, return it to the battlefield transformed under your control attached to target opponent.
Infectious Curse
Enchant player
Spells you cast that target enchanted player cost less to cast.
At the beginning of enchanted player's upkeep, that player loses 1 life and you gain 1 life.
Enchantment
At the beginning of your precombat main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
Enchantment
At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness and target opponent discards their hand.
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
Enchantment
At the beginning of your upkeep, each player discards a card. Each opponent who discarded a card that shares a card type with the card you discarded loses 3 life. (Players reveal the discarded cards simultaneously.)
Legendary Enchantment — Background
Commander creatures you own have menace and "This creature gets +X/+0, where X is the number of creature cards in your graveyard." (A creature with menace can't be blocked except by two or more creatures.)
Enchantment — Aura Curse // Creature — Leech Horror (0/0)
Enchant player
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Leeching Lurker
Lifelink
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Enchantment — Aura Curse
Enchant player
At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
Enchantment — Aura Curse
Enchant player
Whenever a land enters the battlefield under enchanted player's control, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment
Constellation — Whenever Daxos's Torment or another enchantment enters the battlefield under your control, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen —
• Demonic Pact deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
Enchantment
Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets -4/-4.
When enchanted creature dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Legendary Enchantment — Aura
Enchant land
: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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