Enchantment
Whenever a creature enters the battlefield under your control, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Enchantment
Fading 7 (This enchantment enters the battlefield with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Saproling Burst: Create a green Saproling creature token. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."
When Saproling Burst leaves the battlefield, destroy all tokens created with Saproling Burst. They can't be regenerated.
Enchantment
Whenever a land enters the battlefield, its controller creates a 1/1 green Snake creature token.
Enchantment — Aura
Enchant creature
Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow lands defending player controls. Otherwise, X is the number of snow lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
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 — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Up to one target creature can't block for as long as you control There and Back Again. The Ring tempts you.
II — Search your library for a Mountain card, put it onto the battlefield, then shuffle.
III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When this creature dies, create fourteen Treasure tokens."
Legendary Enchantment Creature — Spider (3/5)
Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Enchantment — Aura
Enchant creature
For each other card named Cardboard Carapace you have with you outside the game, enchanted creature gets +1/+1.
Enchantment
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Enchantment — Aura Curse
Enchant player
At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
Enchantment
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed enchantment's mana value, put that card onto the battlefield, then shuffle.
Enchantment
Whenever a creature you control dies, you may pay . If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
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.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Shandalar enters the battlefield, return up to three target permanent cards from your graveyard to your hand.
Leyline Surge
At the beginning of your upkeep, you may put a permanent card from your hand onto the battlefield.
Enchantment
Whenever a Human you control dies, draw a card.
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
Enchantment
If Leyline of Lifeforce is in your opening hand, you may begin the game with it on the battlefield.
Creature spells can't be countered.
Enchantment
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control get +0/+1.
Whenever a creature enters the battlefield under your control, you may gain 1 life.
Enchantment
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
Enchantment
When Primal Prayers enters the battlefield, you get (two energy counters).
You may cast creature spells with mana value 3 or less by paying rather than paying their mana costs. If you cast a spell this way, you may cast it as though it had flash.
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