Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Creature — Elemental Horse (5/5)
Haste
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Timbermare enters the battlefield, tap all other creatures.
Enchantment
Whenever a creature enters the battlefield under your control, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Enchantment
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Enchantment — Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage equal to that creature's power to that player unless they sacrifice another creature.
Enchantment — Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand.
Enchantment
Players can't gain life.
At the beginning of your upkeep, Witch Hunt deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps.
: Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment
Creatures you control have reach.
Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
Enchantment // Creature — Treefolk (0/0)
: Mill a card.
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform Autumnal Gloom.
Ancient of the Equinox
Trample, hexproof
Enchantment — Aura
Enchant creature
Creatures you control that are enchanted get +1/+1.
Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Forest you control.
Creature — Beast (5/5)
Shroud (This creature can't be the target of spells or abilities.)
Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then Collapsing Borders deals 3 damage to that player.
Enchantment
When Court of Ire enters the battlefield, you become the monarch.
At the beginning of your upkeep, Court of Ire deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
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