Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Enchantment
Whenever a creature you control attacks, put a +1/+1 counter on it.
Enchantment
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.
Enchantment
Attacking creatures you control get +1/+0 and have menace.
Enchantment — Aura
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
Legendary Enchantment Creature — God (7/4)
Indestructible
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.
Legendary Enchantment Creature — God (6/5)
Indestructible
As long as your devotion to blue and red is less than seven, Keranos isn't a creature.
Reveal the first card you draw on each of your turns. Whenever you reveal a land card this way, draw a card. Whenever you reveal a nonland card this way, Keranos deals 3 damage to any target.
Enchantment
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
Enchantment — Aura
Enchant land
Orcish Mine enters the battlefield with three ore counters on it.
At the beginning of your upkeep or whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine.
When the last ore counter is removed from Orcish Mine, destroy enchanted land and Orcish Mine deals 2 damage to that land's controller.
Legendary Enchantment
When Rakdos Joins Up enters the battlefield, return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it.
Whenever a legendary creature you control dies, Rakdos Joins Up deals damage equal to that creature's power to target opponent.
Enchantment — Aura
Starting intensity 1
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional amount of equal to Runaway Growth's intensity. Then Runaway Growth intensifies by 1.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Enchantment
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Enchantment — Aura
Enchant land
When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of their choice.
Legendary Enchantment // Legendary Land
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
Vault of Catlacan
(Transforms from Storm the Vault.)
: Add one mana of any color.
: Add for each artifact you control.
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