Enchantment
Whenever an opponent casts a creature spell, Soul Barrier deals 2 damage to that player unless they pay .
Enchantment — Aura
Enchant land
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
Enchantment — Aura
Enchant enchantment
You control enchanted enchantment.
Enchantment — Aura
Enchant land
Enchanted land has ": Counter target spell unless its controller pays ."
Enchantment
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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, II — Another target nonland permanent phases out. It can't phase in for as long as you control The Phasing of Zhalfir.
III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.
Enchantment
Cast this spell only if no permanents named Tidal Influence are on the battlefield.
Tidal Influence enters the battlefield with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Tidal Influence.
As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0.
As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0.
Whenever there are four or more tide counters on Tidal Influence, remove all tide counters from it.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Enchantment — Aura
Enchant creature
All damage that would be dealt to enchanted creature is dealt to its controller instead.
Enchantment
: Choose a creature type other than Wall. Target creature becomes that type until end of turn.
Enchantment
When an opponent casts a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying and "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay ."
Enchantment
When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature.
Enchantment
When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island."
Cycling (, Discard this card: Draw a card.)
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
Enchantment
Whenever a player casts a creature spell, that player sacrifices a permanent unless they pay .
Enchantment
Creature spells can't be cast.
Pay 4 life: Destroy Aether Storm. It can't be regenerated. Any player may activate this ability.
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.
Enchantment
As Arcane Adaptation enters the battlefield, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
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