Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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
: Create a 5/5 red Dragon creature token with flying. (It can't be blocked except by creatures with flying or reach.)
Enchantment
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn.
Whenever a Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice Drop of Honey.
Enchantment
Whenever a player casts a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell.
Enchantment — Aura
Enchant creature
Enchanted creature has ": Create X 1/1 red Elemental creature tokens with haste, where X is this creature's power. Exile them 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.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment — Saga // Enchantment Creature — Goblin Shaman (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this creature attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Reflection of Kiki-Jiki
, : Create a token that's a copy of another target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
: Fall of Cair Andros deals 7 damage to target creature.
Enchantment
At the beginning of combat on your turn, choose one —
• Target creature you control gets +2/+0 until end of turn.
• Target creature you control gains menace and haste until end of turn.
Legendary Enchantment
When Fires of Mount Doom enters the battlefield, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature.
: Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Enchantment
Artifacts you control have ", Sacrifice this artifact: It deals damage to any target equal to 1 plus the number of permanents named Food Fight you control."
Enchantment
At the beginning of your upkeep, Form of the Dragon deals 5 damage to any target.
At the beginning of each end step, your life total becomes 5.
Creatures without flying can't attack you.
Enchantment — Aura
Enchant permanent
When Frenzied Fugue enters the battlefield or at the beginning of your upkeep, gain control of enchanted permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)
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