Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
Enchantment
At the beginning of your upkeep, sacrifice Conversion unless you pay .
All Mountains are Plains.
Enchantment — Aura Curse
Enchant player
Enchanted player can't cast more than one spell each turn.
Enchantment — Aura Curse
Enchant player
As Curse of Silence enters the battlefield, choose a card name.
Spells with the chosen name enchanted player casts cost more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.
Enchantment — Aura Curse
Enchant player
Whenever a creature attacks enchanted player, its controller gains 1 life.
Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay .
Enchantment
If a source would deal 4 or more damage to a permanent or player, that source deals 3 damage to that permanent or player instead.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
: Exile enchanted creature.
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay .
Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs.
Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
Enchantment Creature — Spirit (1/4)
Each player can't cast more than one spell each turn.
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
Enchantment — Aura
Enchant creature
Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Enchantment
If damage would be dealt to you, put that many depletion counters on Force Bubble instead.
When there are four or more depletion counters on Force Bubble, sacrifice it.
At the beginning of each end step, remove all depletion counters from Force Bubble.
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 — Aura
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
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