Legendary Enchantment Creature — Harpy (2/1)
Flying
At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Enchantment
When Armed with Proof enters the battlefield, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Enchantment
When Bat Colony enters the battlefield, create a 1/1 black Bat creature token with flying for each mana from a Cave spent to cast it.
Whenever a Cave enters the battlefield under your control, put a +1/+1 counter on target creature you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until Battle at the Helvault leaves the battlefield.
III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, if Bridge from Below is in your graveyard, create a 2/2 black Zombie creature token.
When a creature is put into an opponent's graveyard from the battlefield, if Bridge from Below is in your graveyard, exile Bridge from Below.
Enchantment — Case
When this Case enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
Enchantment — Aura
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
Enchantment — Aura
Enchant creature you control
Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, exile that creature.
Enchantment — Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
Enchantment
Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.
Enchantment — Aura
Enchant creature card in a graveyard
When Dance of the Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Dance of the Dead." Put enchanted creature card onto the battlefield tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment
: Put a plot counter on Deadly Designs. Any player may activate this ability.
When there are five or more plot counters on Deadly Designs, sacrifice it. If you do, destroy up to two target creatures.
Enchantment — Aura
Enchant creature
When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, you gain 3 life.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Creature — Spirit // Enchantment — Aura (2/1)
Whenever Distracting Geist attacks, tap target creature defending player controls.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Clever Distraction
Enchant creature
Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls."
If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Flash
Enchant creature
When Disturbing Conversion enters the battlefield, each player mills two cards.
Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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