Enchantment
At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.
Whenever a creature with a fungus counter on it dies, create a 1/1 green Saproling creature token for each fungus counter on that creature.
When Sporogenesis leaves the battlefield, remove all fungus counters from all creatures.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
Enchantment
When Trail of Crumbs enters the battlefield, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
Whenever you sacrifice a Food, you may pay . If you do, look at the top two cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Enchantment
Whenever a face-down creature enters the battlefield under your control, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
Enchantment
Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.
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 — Saga // Enchantment Creature — Human Monk (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — You may play an additional land this turn.
II — You gain 3 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Likeness of the Seeker
Whenever Likeness of the Seeker becomes blocked, untap up to three lands you control.
Enchantment
At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment — Case
Whenever a creature enters the battlefield under your control, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
Enchantment
At the beginning of your upkeep, you may mill two cards.
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment
Whenever you sacrifice a Desert and whenever a Desert card is put into your graveyard from your hand or library, put that card onto the battlefield under your control at the beginning of your next end step.
At the beginning of combat on your turn, if you control five or more Deserts, create that many 1/1 red, green, and white Sand Warrior creature tokens. They gain haste.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment
Whenever a creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on that creature.
, Sacrifice Durable Handicraft: Put a +1/+1 counter on each creature you control.
Enchantment
Whenever a creature you control dies, you may pay . If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
Enchantment
Whenever an opponent casts a black spell, you may pay . If you do, you draw a card.
: Return Freyalise's Charm to its owner's hand.
Enchantment — Aura
Enchant Island
: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
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.
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