Enchantment
At the beginning of each player's end step, if that player didn't cast a spell this turn, Impatience deals 2 damage to that player.
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3 and attacks each combat if able.
When enchanted creature dies, Impending Doom deals 3 damage to that creature's controller.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, you may put a fuse counter on Incendiary.
When enchanted creature dies, Incendiary deals X damage to any target, where X is the number of fuse counters on Incendiary.
Enchantment
At the beginning of your upkeep, sacrifice Justice unless you pay .
Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.
Enchantment — Aura
Flash
Enchant creature
Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.
Enchantment — Aura
Enchant creature
When Lightning Diadem enters the battlefield, it deals 2 damage to any target.
Enchanted creature gets +2/+2.
Enchantment
, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying.
Enchantment
As Mangara's Equity enters the battlefield, choose black or red.
At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay .
Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment
, Discard a land card: Molten Vortex deals 2 damage to any target.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment — Background
Commander creatures you own have "Whenever you cast a spell from exile, this creature deals damage equal to that spell's mana value to target opponent."
Enchantment
At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.
Enchantment
Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pyrohemia.
: Pyrohemia deals 1 damage to each creature and each player.
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than each other player, Rivalry deals 2 damage to them.
Creature — Ogre Warrior (4/3)
Alliance — Whenever another creature enters the battlefield under your control, create a Treasure token if this is the first or second time this ability has resolved this turn. Otherwise, you may pay . When you do, Rose Room Treasurer deals X damage to any target.
Enchantment Creature — Satyr (1/1)
Whenever an instant or sorcery spell you control deals damage to an opponent, Satyr Firedancer deals that much damage to target creature that player controls.
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
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