Enchantment
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
Legendary Enchantment Creature — Nymph (1/2)
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards.
II — Return up to two target snow permanent cards from your graveyard to your hand.
III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
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.
Legendary Enchantment
When Vraska Joins Up enters the battlefield, put a deathtouch counter on each creature you control.
Whenever a legendary creature you control deals combat damage to a player, draw a card.
Enchantment — Aura
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.
Enchantment — Saga // Legendary Land
(As this Saga enters and after your draw step, add a lore counter.)
I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga.
II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn.
III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.
Jurassic Park
(Transforms from Welcome to ....)
Each Dinosaur 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.)
: Add for each Dinosaur you control.
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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 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 — Aura
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment
, Exile two creature cards from your graveyard: Create a 1/1 black Skeleton creature token. It has ": Regenerate this creature."
When Drudge Spell leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other card types and creature types.)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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