Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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 — Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Enchantment — Aura
Enchant Giant you control
When Giant's Grasp enters the battlefield, gain control of target nonland permanent for as long as Giant's Grasp remains on the battlefield.
Enchantment
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
Enchantment
As Heightened Awareness enters the battlefield, discard your hand.
At the beginning of your draw step, draw an additional card.
Enchantment
Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.
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 Arcavios enters the battlefield, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Invocation of the Founders
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
Enchantment — Saga // Enchantment Creature — Moonfolk (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Living Breakthrough
Flying
Whenever you cast a spell, your opponents can't cast spells with the same mana value as that spell until your next turn.
Legendary Creature — Phyrexian Praetor // Enchantment — Saga (5/5)
Ward
Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.
: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.
The Great Synthesis
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the number of cards in your hand. You have no maximum hand size for as long as you control The Great Synthesis.
II — Return all non-Phyrexian creatures to their owners' hands.
III — You may cast any number of spells from your hand without paying their mana costs. Exile The Great Synthesis, then return it to the battlefield (front face up).
Enchantment
As Kindred Discovery enters the battlefield, choose a creature type.
Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Enchantment
Discard a card: You may tap or untap target artifact, creature, or land.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
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