Legendary Enchantment
When Oath of Ajani enters the battlefield, put a +1/+1 counter on each creature you control.
Planeswalker spells you cast cost less to cast.
Creature — Cat Scout (2/2)
When Oreskos Explorer enters the battlefield, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.
World Enchantment
At the beginning of each player's upkeep, that player may sacrifice a creature. If that player doesn't, they lose 5 life and you sacrifice Pillar Tombs of Aku.
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 Porphyry Nodes.
Enchantment
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Enchantment
At the beginning of each player's upkeep, that player gains control of Risky Move.
When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
Enchantment
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.
At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
World Enchantment
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in their hand.
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Put two stun counters on each of up to two target tapped creatures.
II, III — For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent.
IV — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Enchantment — Aura
Enchant land
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice Underworld Breach.
Enchantment Creature — Human Cleric (2/2)
Constellation — Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life.
, Pay 1 life: Each opponent loses 1 life.
Enchantment — Aura
Enchant creature
When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get -1/-1.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until Vault 13 leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with Vault 13 to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
Enchantment // Enchantment
At the beginning of your end step, put an invitation counter on Wedding Announcement. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if Wedding Announcement has three or more invitation counters on it, transform it.
Wedding Festivity
Creatures you control get +1/+1.
Enchantment
When Act of Authority enters the battlefield, you may exile target artifact or enchantment.
At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, you may put an arrow counter on Archery Training.
Enchanted creature has ": This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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