Enchantment
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
Enchantment
As Farewell to Arms enters the battlefield, choose a hand attached to an opponent's arm.
When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 4/4 white Angel Warrior creature token with flying and vigilance.
II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power."
III — Angels you control gain double strike until end of turn.
Enchantment — Aura
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment
, Return two Islands you control to their owner's hand: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)
Enchantment — Aura
Enchant Swamp
: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.
Enchantment
At the beginning of each player's upkeep, that player loses 1 life and discards a card.
Hellbent — Skip your upkeep step if you have no cards in hand.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has menace.
Whenever equipped creature attacks, defending player sacrifices a creature. If they do, you create a Walker token. (It's a 2/2 black Zombie creature.)
Equip
Enchantment
Whenever a nontoken creature you control dies, create a 1/1 green Saproling creature token.
Creature — Zombie Giant (4/4)
When Grixis Slavedriver leaves the battlefield, create a 2/2 black Zombie creature token.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Zombie (3/1)
Whenever Headless Rider or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.
Creature — Zombie (2/2)
Deathtouch
When Hobbling Zombie dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Legendary Enchantment — Shrine
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
Enchantment
When Hopeless Nightmare enters the battlefield, each opponent discards a card and loses 2 life.
When Hopeless Nightmare is put into a graveyard from the battlefield, scry 2.
: Sacrifice Hopeless Nightmare.
Enchantment
Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Enchantment
When Hot Pursuit enters the battlefield, suspect target creature an opponent controls. As long as Hot Pursuit remains on the battlefield, that creature is also goaded.
At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.
Creature — Horror (7/7)
Trample
When Hunted Horror enters the battlefield, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
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