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
When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.
Enchantment
Each noncreature, non-Equipment artifact is an Equipment with equip and "Equipped creature gets +X/+0," where X is that artifact's mana value.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.
Enchantment — Case
When this Case enters the battlefield, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
World Enchantment
No more than two creatures can attack each combat.
No more than two creatures can block each combat.
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
World Enchantment
Creatures with flying can block only creatures with flying.
Creatures without flying have reach. (They can block creatures with flying.)
Creature — Elemental (2/2)
, , Sacrifice Cinder Elemental: It deals X damage to any target.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
Enchantment
Creatures with mountainwalk can be blocked as though they didn't have mountainwalk.
Enchantment — Aura
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchantment — Aura Curse
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may discard a card. If the player does, they draw a card.
Enchantment — Aura Curse
Enchant player
Creatures enchanted player controls attack each combat if able.
Enchantment
At the beginning of combat on your turn, create a 1/1 red Pirate creature token with menace and haste. Exile it at the beginning of the next end step.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When Demonic Ruckus is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchantment Creature — Phoenix (2/2)
Bestow—, Collect evidence 6. (To pay this bestow cost, pay and exile cards with total mana value 6 or greater from your graveyard.)
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast Detective's Phoenix from your graveyard using its bestow ability.
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