Enchantment
Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on up to one target creature.
III — Exile a creature with the greatest power among creatures target opponent controls.
Enchantment — Aura
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield.
II — Put a +1/+1 counter on each Elf you control.
III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
Enchantment
: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step.
Legendary Enchantment Creature — God (4/7)
Indestructible
As long as your devotion to green and blue is less than seven, Kruphix isn't a creature.
You have no maximum hand size.
If you would lose unspent mana, that mana becomes colorless instead.
Enchantment
If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Enchantment
At the beginning of each player's end step, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way.
Enchantment
When Natural Emergence enters the battlefield, return a red or green enchantment you control to its owner's hand.
Lands you control are 2/2 creatures with first strike. They're still lands.
Enchantment Creature — Spider (2/3)
Reach
At the beginning of your upkeep, mill two cards.
, Exile Nyx Weaver: Return target card from your graveyard to your hand.
Legendary Enchantment Creature — God (5/5)
Indestructible
As long as your devotion to black and green is less than seven, Pharika isn't a creature.
: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.
Enchantment
At the beginning of each opponent's end step, if that player didn't cast a creature spell this turn, create a 2/2 green Lizard creature token.
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Enchantment
Black creatures can't attack unless their controller sacrifices a land for each black creature they control that's attacking. (This cost is paid as attackers are declared.)
Enchantment
Whenever you sacrifice a creature, you may return target creature card with lesser mana value from your graveyard to the battlefield tapped. Do this only once each turn.
Enchantment
The first creature spell you cast each turn costs less to cast.
Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.
At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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