Enchantment
: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
Enchantment
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Enchantment
: The next time you would draw a card this turn, Words of War deals 2 damage to any target instead.
Enchantment
When this enchantment enters the battlefield, you may put a name sticker on it.
Whenever you put a sticker on this enchantment, it deals damage equal to the number of o's in name stickers on this enchantment to any target.
Enchantment
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)
Enchantment — Aura
Enchant creature
When Incriminating Impetus enters the battlefield, suspect enchanted creature. (It has menace and can't block.)
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Enchantment
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with mana value less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated.
When Corrosion leaves the battlefield, remove all rust counters from all permanents.
Enchantment
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
Enchantment
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.
Enchantment
Attacking creatures you control get +1/+0 and have menace.
Enchantment Creature — Human Soldier (2/2)
When Hero of the Nyxborn enters the battlefield, create a 1/1 white Human Soldier creature token.
Whenever you cast a spell that targets Hero of the Nyxborn, creatures you control get +1/+0 until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
Enchantment
Invigorating Hot Spring enters the battlefield with four +1/+1 counters on it.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from Invigorating Hot Spring: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Legendary Enchantment Creature — God (7/4)
Indestructible
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.
Enchantment
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Enchantment
At the beginning of each player's end step, if no creatures attacked this turn, that player sacrifices a creature they controlled since the beginning of the turn.
Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking.
Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
Enchantment
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
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.
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