Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
Enchantment
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay .
Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent.
Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent.
Enchantment
Paradox Zone enters the battlefield with a growth counter on it.
At the beginning of your end step, double the number of growth counters on Paradox Zone. Then create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on Paradox Zone.
Enchantment
When Sarcomancy enters the battlefield, create a 2/2 black Zombie creature token.
At the beginning of your upkeep, if there are no Zombies on the battlefield, Sarcomancy deals 1 damage to you.
Enchantment
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Creature — Elf (1/2)
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
Enchantment
, Sacrifice Vessel of Nascency: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.
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.)
: Target creature gains flying until end of turn.
Enchantment — Aura
Enchant Equipment
At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
Enchantment
Hexproof
Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Carapace: Regenerate enchanted creature.
Enchantment — Case
When this Case enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Enchantment
At the beginning of each player's precombat main phase, that player adds .
Creature — Human Advisor (2/3)
: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Enchantment — Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
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