Enchantment
As Circle of Affliction enters the battlefield, choose a color.
Whenever a source of the chosen color deals damage to you, you may pay . If you do, target player loses 1 life and you gain 1 life.
Enchantment
When Colfenor's Plans enters the battlefield, exile the top seven cards of your library face down.
You may look at the cards exiled with Colfenor's Plans, and you may play lands and cast spells from among those cards.
Skip your draw step.
You can't cast more than one spell each turn.
Enchantment — Aura
Enchant land
Enchanted land is a Swamp.
Whenever enchanted land becomes tapped, its controller loses 2 life.
Enchantment
When Court of Ambition enters the battlefield, you become the monarch.
At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
Enchantment
When Court of Locthwain enters the battlefield, you become the monarch.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with Court of Locthwain without paying its mana cost.
Enchantment
At the beginning of your upkeep, each player discards a card. Each opponent who discarded a card that shares a card type with the card you discarded loses 3 life. (Players reveal the discarded cards simultaneously.)
Enchantment
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
Enchantment — Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless they sacrifice that artifact.
Enchantment — Aura Curse // Creature — Leech Horror (0/0)
Enchant player
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Leeching Lurker
Lifelink
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard.
Enchantment
As Curse of Wizardry enters the battlefield, choose a color.
Whenever a player casts a spell of the chosen color, that player loses 1 life.
Enchantment — Aura
Enchant land
At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Enchantment
When Demonic Lore enters the battlefield, draw three cards.
At the beginning of your end step, you lose 2 life for each card in your hand.
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen —
• Demonic Pact deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.
Enchantment — Aura
Enchant land
Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Enchantment
At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
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