Enchantment Creature — Elemental (2/6)
Constellation — Whenever Thassa's Devourer or another enchantment enters the battlefield under your control, target player mills two cards.
Enchantment
When Tolarian Contempt enters the battlefield, put a rejection counter on each creature your opponents control.
At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on the top or bottom of their library.
Enchantment — Aura
Enchant creature
When Treachery enters the battlefield, untap up to five lands.
You control enchanted creature.
Enchantment — Aura
Enchant creature
When Abduction enters the battlefield, untap enchanted creature.
You control enchanted creature.
When enchanted creature dies, return that card to the battlefield under its owner's control.
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
Flash
When Ashiok's Erasure enters the battlefield, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.
World Enchantment
When Bazaar of Wonders enters the battlefield, exile all graveyards.
Whenever a player casts a spell, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is on the battlefield.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Creatures you don't control get -2/-0 until your next turn.
II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Vision of the Unspeakable
Flying, trample
Vision of the Unspeakable gets +1/+1 for each card in your hand.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
When Capture Sphere enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant creature
When Castaway's Despair enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant land
Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
Enchantment — Aura
Enchant creature
When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
Enchantment
When Corruption of Towashi enters the battlefield, incubate 4. (Create an Incubator token with four +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever a permanent you control transforms or a permanent enters the battlefield under your control transformed, you may draw a card. Do this only once each turn.
Enchantment
When Court of Cunning enters the battlefield, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment — Aura
Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
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