Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, III — Choose target creature. Its owner shuffles it into their library, then investigates. (They create a Clue token.)
II, IV — Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn."
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment — Aura
Enchant creature
You control enchanted creature.
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Enchantment — Aura
Enchant creature an opponent controls
When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Target player mills two cards, then exiles their graveyard.
III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
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
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
Enchantment — Aura
Enchant creature
When Flight of Fancy enters the battlefield, draw two cards.
Enchanted creature has flying.
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Enchantment
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
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.
Enchantment
If Leyline of Singularity is in your opening hand, you may begin the game with it on the battlefield.
All nonland permanents are legendary.
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Enchantment
When New Perspectives enters the battlefield, draw three cards.
As long as you have seven or more cards in hand, you may pay rather than pay cycling costs.
Enchantment — Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted permanent's controller, that player loses 1 life.
Enchantment Creature — Chimera (3/3)
Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
Enchantment
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with Possibility Storm on the bottom of their library in a random order.
Enchantment — Aura
Enchant opponent
Skip your draw step.
Whenever enchanted opponent draws a card, you may draw a card.
Enchantment
You may pay rather than pay the mana cost for Zombie creature spells you cast.
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