Enchantment — Aura
Enchant creature
You control enchanted creature.
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Enchantment — Aura Curse
Enchant player
Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's draw step, that player draws two additional cards.
At the beginning of enchanted player's end step, that player discards their hand.
Enchantment
Whenever a blue creature enters the battlefield under your control, you may have target player draw a card.
Whenever a black creature enters the battlefield under your control, you may have target player discard a card.
Enchantment
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment — Aura
Enchant permanent
You can't choose an untapped permanent as this spell's target as you cast it.
You control enchanted permanent.
Enchantment
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
Enchantment — Aura
Enchant creature
You can't choose an untapped creature as this spell's target as you cast it.
You control enchanted creature.
Enchantment
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Enchantment
As Frontier Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.
Enchantment
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Enchantment
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
Enchantment
When Greed's Gambit enters the battlefield, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying.
At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature.
When Greed's Gambit leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.
Creature — Spirit // Enchantment — Aura (3/3)
Gutter Skulker can't be blocked as long as it's attacking alone.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Gutter Shortcut
Enchant creature
Enchanted creature can't be blocked as long as it's attacking alone.
If Gutter Shortcut would be put into a graveyard from anywhere, exile it instead.
Enchantment
Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
Enchantment
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4.
When enchanted creature becomes the target of a spell or ability, sacrifice Illusionary Armor.
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