Enchantment Creature — Satyr (1/1)
Whenever an instant or sorcery spell you control deals damage to an opponent, Satyr Firedancer deals that much damage to target creature that player controls.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two tapped Powerstone tokens.
II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able.
III — The Brothers' War deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
Enchantment
When Uthgardt Fury enters the battlefield, it deals 4 damage to any target.
Damage isn't removed from creatures your opponents control during cleanup steps.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Create a 0/2 colorless Thopter artifact creature token with flying named Ornithopter.
II — Tap any number of untapped artifacts you control. When you do, Yotia Declares War deals that much damage to target creature or planeswalker.
III — Up to one target artifact you control becomes an artifact creature with base power and toughness 4/4 until end of turn.
Enchantment
Revolt — As long as a permanent you controlled left the battlefield this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you get one or more , Aether Revolt deals that much damage to any target.
Enchantment — Aura
Enchant non-Wall creature
Enchanted creature has first strike and trample.
At the beginning of the end step of enchanted creature's controller, destroy that creature if it didn't attack this turn.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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
Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller.
Enchantment — Aura
Enchant creature
When Bestial Fury enters the battlefield, draw a card at the beginning of the next turn's upkeep.
Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.
Enchantment
All Spirits have "When this permanent enters the battlefield, you may have it deal 3 damage to target non-Spirit creature."
Non-Spirit creatures have "When this creature enters the battlefield, you may have it deal 3 damage to target Spirit creature."
Enchantment
When Court of Ardenvale enters the battlefield, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment
When Court of Garenbrig enters the battlefield, you become the monarch.
At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
Enchantment
When Court of Grace enters the battlefield, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Enchantment
Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Enchantment
At the beginning of your upkeep, put a wind counter on Cyclone, then sacrifice Cyclone unless you pay for each wind counter on it. If you pay, Cyclone deals damage equal to the number of wind counters on it to each creature and each player.
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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