Enchantment
Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
At the beginning of your upkeep, if you control ten or more Treasures, you win the game.
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life and you gain 1 life.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create two 0/1 black Cleric creature tokens.
III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this creature deals 6 damage to you."
Enchantment
, Exile a card from your graveyard: Screams of the Damned deals 1 damage to each creature and each player.
Enchantment
At the beginning of combat on your turn, mill a card. When you do, if there are four or more creature cards in your graveyard, put a +1/+1 counter on target creature you control and it gains deathtouch until end of turn. (To mill a card, put the top card of your library into your graveyard.)
Enchantment
Flash
When Soul Enervation enters the battlefield, target creature gets -4/-4 until end of turn.
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
Enchantment Creature — Minotaur Shaman (2/3)
, Sacrifice a creature: Draw a card.
Enchantment
, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield.
Enchantment
Whenever a creature enters the battlefield, its controller sacrifices a creature or land.
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 — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
III — Put target creature card from a graveyard onto the battlefield under your control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent sacrifices a creature unless they discard a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Animus of Night's Reach
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
Enchantment
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay .
Whenever a player puts a Forest onto the battlefield, Tourach's Chant deals 3 damage to that player unless they put a -1/-1 counter on a creature they control.
Enchantment
When Treacherous Blessing enters the battlefield, draw three cards.
Whenever you cast a spell, you lose 1 life.
When Treacherous Blessing becomes the target of a spell or ability, sacrifice it.
Enchantment
At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power.
Enchantment
Pay 5 life: Destroy Volrath's Dungeon. Any player may activate this ability but only during their turn.
Discard a card: Target player puts a card from their hand on top of their library. Activate only as a sorcery.
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
Legendary Enchantment Artifact
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
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