Enchantment
When Happily Ever After enters the battlefield, each player gains 5 life and draws a card.
At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Enchantment
Hexproof
At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield.
: Scry 1.
Legendary Enchantment — Shrine
At the beginning of your upkeep, Honden of Infinite Rage deals damage to any target equal to the number of Shrines you control.
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
Enchantment
, Sacrifice a creature: Return target creature card from your graveyard to your hand.
Creature — Spirit // Enchantment — Aura (0/0)
You may have Mirrorhall Mimic enter the battlefield as a copy of any creature on the battlefield, except it's a Spirit in addition to its other types.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Ghastly Mimicry
Enchant creature
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except it's a Spirit in addition to its other types.
If Ghastly Mimicry would be put into a graveyard from anywhere, exile it instead.
Enchantment
When Mystic Barrier enters the battlefield or at the beginning of your upkeep, choose left or right.
Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
Legendary Enchantment
When Oath of Jace enters the battlefield, draw three cards, then discard two cards.
At the beginning of your upkeep, scry X, where X is the number of planeswalkers you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You and target opponent each create a Food token.
II — Each opponent loses 3 life. Create a Treasure token.
III — Create three tapped 1/1 white Spirit creature tokens with flying.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power.
II — Destroy all nonlegendary creatures.
III — Each opponent loses 1 life for each creature card in that player's graveyard.
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters the battlefield, it deals 1 damage to any target."
Enchantment
As Outpost Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all opponents' graveyards.
Enchantment
: Target opponent reveals a card at random from their hand. Target creature gets -X/-X until end of turn, where X is the revealed card's mana value. Activate only as a sorcery.
Creature — Zombie Cleric (2/2)
Hellbent — , Sacrifice a creature or land: Draw a card. Activate only if you have no cards in hand.
Enchantment
At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage instead.
Enchantment
Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Enchantment Creature — Chimera (3/4)
Flying
At the beginning of your upkeep, return an enchantment you control to its owner's hand.
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