Enchantment — Aura
Enchant creature
Enchanted creature gets +1/-1.
Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/-1.
Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
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
At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.
Enchantment
: Put a plot counter on Deadly Designs. Any player may activate this ability.
When there are five or more plot counters on Deadly Designs, sacrifice it. If you do, destroy up to two target creatures.
Enchantment
: Target creature loses flying until end of turn.
Sacrifice Downdraft: It deals 2 damage to each creature with flying.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Fangs from your graveyard to the battlefield attached to that creature.
Enchantment
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, draw two cards.
Legendary Enchantment Creature — God (5/6)
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
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.)
All creatures get -1/-0.
: All creatures get -1/-0 until end of turn.
Enchantment
Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Legendary Enchantment Creature — Shrine (2/2)
Deathtouch
At the beginning of your end step, you may pay . When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.
Enchantment
When a nonblack creature enters the battlefield, sacrifice Grave Peril. If you do, destroy that creature.
Enchantment
When Greed's Gambit enters the battlefield, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying.
At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature.
When Greed's Gambit leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.
Enchantment
When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice four creatures.
Tap an untapped Swamp you control: Hecatomb deals 1 damage to any target.
Enchantment
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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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