Enchantment — Aura Curse
Enchant player
Whenever a creature attacks enchanted player, put a +1/+1 counter on it.
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
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
At the beginning of your end step, if you control an Employee, a Performer, or a Robot, you may get or create a Treasure token. If you control all three, you may put a sticker on a nonland permanent you own.
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 you control attacks, put a charge counter on Druids' Repository.
Remove a charge counter from Druids' Repository: Add one mana of any color.
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 Creature — Spirit (2/2)
Constellation — Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.
Enchantment
Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
Enchantment
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Creatures you control have ": Add one mana of any color."
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Legendary Creature — God // Legendary Enchantment (1/4)
Vigilance
: Add one mana of any color.
Other legendary creatures you control have vigilance and ": Add one mana of any color."
The Prismatic Bridge
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Enchantment
At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
Enchantment
Each creature you control can't be blocked by more than one creature.
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks, you gain 3 life.
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
Enchantment — Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
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