Enchantment
Whenever a player casts a spell, Spellshock deals 2 damage to that player.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may put a creature card from your hand onto the battlefield. If its mana cost contains , it enters the battlefield with a number of +1/+1 counters on it equal to the number of lands you control.
II, III — Double the number of each kind of counter on target creature you control.
Enchantment — Aura
Enchant creature
Enchanted creature is goaded.
If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.
: Return The Sound of Drums from your graveyard to your hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and can't block.
When Undying Rage is put into a graveyard from the battlefield, return Undying Rage to its owner's hand.
Enchantment
: This turn, creatures can't block unless their controller pays for each blocking creature they control.
Enchantment
Players can't gain life.
At the beginning of your upkeep, Witch Hunt deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
Enchantment Creature — Human Warrior (3/2)
Creatures you control have trample.
Creatures your opponents control lose trample and can't have or gain trample.
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Enchantment
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
Enchantment
When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Amass Orcs 1. (Put a +1/+1 counter 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.)
II — Amass Orcs 2.
III — Creatures you control get +1/+0 and gain menace until end of turn.
World Enchantment
Creatures with flying can block only creatures with flying.
Creatures without flying have reach. (They can block creatures with flying.)
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands they control.
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then Collapsing Borders deals 3 damage to that player.
Enchantment — Aura
Enchant non-Wall creature
Enchanted creature gets +1/+0.
At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.
Enchantment
Creatures with mountainwalk can be blocked as though they didn't have mountainwalk.
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.
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