Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.
Enchantment
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Enchantment — Aura
Enchant permanent
You can't choose an untapped permanent as this spell's target as you cast it.
You control enchanted permanent.
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay .
Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs.
Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
Enchantment
Cumulative upkeep—Pay 1 life. (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.)
At the beginning of each player's upkeep, that player sacrifices a green or white permanent.
Enchantment — Aura
Enchant permanent
As long as enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
Enchantment
Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.
Enchantment
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Enchantment
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Enchantment — Aura
Enchant Giant you control
When Giant's Grasp enters the battlefield, gain control of target nonland permanent for as long as Giant's Grasp remains on the battlefield.
Enchantment
When Guild Summit enters the battlefield, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way.
Whenever a Gate enters the battlefield under your control, draw a card.
Legendary Enchantment // Legendary Land
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Winged Temple of Orazca
(Transforms from Hadana's Climb.)
: Add one mana of any color.
, : Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
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.)
As Illusionary Terrain enters the battlefield, choose two basic land types.
Basic lands of the first chosen type are the second chosen type.
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment
Cumulative upkeep—Pay and 1 life. (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.)
If a land is tapped for mana, it produces instead of any other type.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Arcavios enters the battlefield, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Invocation of the Founders
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
Enchantment
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Enchantment
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.
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