Best Enchantments

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Rhystic Study Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Rhystic Study

Smothering Tithe Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Smothering Tithe

Garruk's Uprising When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Garruk's Uprising

Mystic Remora Cumulative upkeep {1} (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.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

Mystic Remora

Phyrexian Arena At the beginning of your upkeep, you draw a card and you lose 1 life.

Phyrexian Arena

Propaganda Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Propaganda

Urza's Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Urza's Saga

Black Market Connections At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)

Black Market Connections

Ghostly Prison Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Ghostly Prison

Hardened Scales If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.

Hardened Scales

Impact Tremors Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.

Impact Tremors

Doubling Season If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.

Doubling Season

Wild Growth Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.

Wild Growth

Rhythm of the Wild Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)

Rhythm of the Wild

Animate Dead Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

Animate Dead

Sylvan Library At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Sylvan Library

Exploration You may play an additional land on each of your turns.

Exploration

Guardian Project Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

Guardian Project

Bastion of Remembrance When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.

Bastion of Remembrance

Kindred Discovery As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.

Kindred Discovery

Utopia Sprawl Enchant Forest As this Aura enters, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.

Utopia Sprawl

Authority of the Consuls Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.

Authority of the Consuls

Anointed Procession If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Anointed Procession

Branching Evolution If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

Branching Evolution

Land Tax At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Land Tax

Underworld Breach Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice this enchantment.

Underworld Breach

Parallel Lives If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Parallel Lives

Bident of Thassa Whenever a creature you control deals combat damage to a player, you may draw a card. {1}{U}, {T}: Creatures your opponents control attack this turn if able.

Bident of Thassa

Unnatural Growth At the beginning of each combat, double the power and toughness of each creature you control until end of turn.

Unnatural Growth

Goblin Bombardment Sacrifice a creature: This enchantment deals 1 damage to any target.

Goblin Bombardment

Blind Obedience Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter tapped.

Blind Obedience

Sanguine Bond Whenever you gain life, target opponent loses that much life.

Sanguine Bond

Felidar Retreat Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Felidar Retreat

Necropotence Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.

Necropotence

The Meathook Massacre When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.

The Meathook Massacre

Exquisite Blood Whenever an opponent loses life, you gain that much life.

Exquisite Blood

Ripples of Undeath At the beginning of your first main phase, mill three cards. Then you may pay {1} and 3 life. If you do, put a card from among those cards into your hand.

Ripples of Undeath

Cathars' Crusade Whenever a creature you control enters, put a +1/+1 counter on each creature you control.

Cathars' Crusade

Beastmaster Ascension Whenever a creature you control attacks, you may put a quest counter on this enchantment. As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.

Beastmaster Ascension

Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc. // (Transforms from Growing Rites of Itlimoc.) {T}: Add {G}. {T}: Add {G} for each creature you control.

Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun

Elemental Bond Whenever a creature you control with power 3 or greater enters, draw a card.

Elemental Bond

Grave Pact Whenever a creature you control dies, each other player sacrifices a creature of their choice.

Grave Pact

Darksteel Mutation Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Darksteel Mutation

Curiosity Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

Curiosity

Teferi's Ageless Insight If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

Teferi's Ageless Insight

Tribute to the World Tree Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.

Tribute to the World Tree

Bitterblossom At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.

Bitterblossom

All That Glitters Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.

All That Glitters

Trouble in Pairs If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.

Trouble in Pairs

Wizard Class (Gain the next level as a sorcery to add its ability.) You have no maximum hand size. {2}{U}: Level 2 When this Class becomes level 2, draw two cards. {4}{U}: Level 3 Whenever you draw a card, put a +1/+1 counter on target creature you control.

Wizard Class

Caretaker's Talent (Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.

Caretaker's Talent

Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

Greater Good

Intangible Virtue Creature tokens you control get +1/+1 and have vigilance.

Intangible Virtue

Black Market Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add {B} for each charge counter on this enchantment.

Black Market

Reflections of Littjara As this enchantment enters, choose a creature type. Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)

Reflections of Littjara

Sphere of Safety Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.

Sphere of Safety

Innkeeper's Talent (Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.

Innkeeper's Talent

Shared Animosity Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.

Shared Animosity

Mirari's Wake Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana of any type that land produced.

Mirari's Wake

Aggravated Assault {3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.

Aggravated Assault

Warstorm Surge Whenever a creature you control enters, it deals damage equal to its power to any target.

Warstorm Surge

Rising of the Day Creatures you control have haste. Legendary creatures you control get +1/+0.

Rising of the Day

Cryptolith Rite Creatures you control have "{T}: Add one mana of any color."

Cryptolith Rite

Curse of Opulence Enchant player Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")

Curse of Opulence

Whip of Erebos Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.

Whip of Erebos

Kenrith's Transformation Enchant creature When this Aura enters, draw a card. Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)

Kenrith's Transformation

Leyline of Anticipation If this card is in your opening hand, you may begin the game with it on the battlefield. You may cast spells as though they had flash.

Leyline of Anticipation

Spelunking When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life. Lands you control enter untapped.

Spelunking

Aqueous Form Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Aqueous Form

Bloodchief Ascension At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

Bloodchief Ascension

Imprisoned in the Moon Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.

Imprisoned in the Moon

Kaya's Ghostform Enchant creature or planeswalker you control When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.

Kaya's Ghostform

Flowering of the White Tree Legendary creatures you control get +2/+1 and have ward {1}. Nonlegendary creatures you control get +1/+1.

Flowering of the White Tree

Rancor Enchant creature Enchanted creature gets +2/+0 and has trample. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.

Rancor

City on Fire Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) If a source you control would deal damage to a permanent or player, it deals triple that damage instead.

City on Fire

Fiery Emancipation If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.

Fiery Emancipation

Dragon Tempest Whenever a creature you control with flying enters, it gains haste until end of turn. Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.

Dragon Tempest

Sigarda's Aid You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment you control enters, you may attach it to target creature you control.

Sigarda's Aid

Tocasia's Welcome Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

Tocasia's Welcome

Terrasymbiosis Whenever you put one or more +1/+1 counters on a creature you control, you may draw that many cards. Do this only once each turn.

Terrasymbiosis

Temur Ascendancy Creatures you control have haste. Whenever a creature you control with power 4 or greater enters, you may draw a card.

Temur Ascendancy

Reconnaissance Mission Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.)

Reconnaissance Mission

Bear Umbra Enchant creature Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Bear Umbra

Warleader's Call Creatures you control get +1/+1. Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.

Warleader's Call

Descent into Avernus At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.

Descent into Avernus

Burgeoning Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Burgeoning

Reconnaissance {0}: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)

Reconnaissance

Thopter Spy Network 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.

Thopter Spy Network

Wilderness Reclamation At the beginning of your end step, untap all lands you control.

Wilderness Reclamation

Phyrexian Reclamation {1}{B}, Pay 2 life: Return target creature card from your graveyard to your hand.

Phyrexian Reclamation

Enchantress's Presence Whenever you cast an enchantment spell, draw a card.

Enchantress's Presence

Moldervine Reclamation Whenever a creature you control dies, you gain 1 life and draw a card.

Moldervine Reclamation

Mechanized Production Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.

Mechanized Production

Teleportation Circle At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.

Teleportation Circle

Dictate of Erebos Flash Whenever a creature you control dies, each opponent sacrifices a creature of their choice.

Dictate of Erebos

Necromancy You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

Necromancy

Annie Joins Up When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.

Annie Joins Up

Omniscience You may cast spells from your hand without paying their mana costs.

Omniscience

Inexorable Tide Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Inexorable Tide

Aura Shards Whenever a creature you control enters, you may destroy target artifact or enchantment.

Aura Shards

Training Grounds Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.

Training Grounds

Fertile Ground Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.

Fertile Ground

Ethereal Armor Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike.

Ethereal Armor

Up the Beanstalk When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.

Up the Beanstalk

Grasp of Fate When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

Grasp of Fate

Fiery Inscription When this enchantment enters, the Ring tempts you. Whenever you cast an instant or sorcery spell, this enchantment deals 2 damage to each opponent.

Fiery Inscription

Monologue Tax Whenever an opponent casts their second spell each turn, you create a Treasure token.

Monologue Tax

Revel in Riches Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") At the beginning of your upkeep, if you control ten or more Treasures, you win the game.

Revel in Riches

Mirrormade You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.

Mirrormade

Painful Quandary Whenever an opponent casts a spell, that player loses 5 life unless they discard a card.

Painful Quandary

Sterling Grove Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.

Sterling Grove

Primal Vigor If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.

Primal Vigor

Amphibian Downpour Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.

Amphibian Downpour

Carpet of Flowers At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.

Carpet of Flowers

Shark Typhoon Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) When you cycle this card, create an X/X blue Shark creature token with flying.

Shark Typhoon

Waste Not Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token. Whenever an opponent discards a land card, add {B}{B}. Whenever an opponent discards a noncreature, nonland card, draw a card.

Waste Not

Forge Anew When this enchantment enters, return target Equipment card from your graveyard to the battlefield. During your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns.

Forge Anew

Simic Ascendancy {1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.

Simic Ascendancy

Duelist's Heritage Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.

Duelist's Heritage

Defense of the Heart At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.

Defense of the Heart

Asceticism Creatures you control have hexproof. {1}{G}: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

Asceticism

Binding the Old Gods (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent an opponent controls. II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. III — Creatures you control gain deathtouch until end of turn.

Binding the Old Gods

Colossal Majesty At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.

Colossal Majesty

Sheltered by Ghosts Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward {2}.

Sheltered by Ghosts

Sigil of the Empty Throne Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.

Sigil of the Empty Throne

Sphere Grid Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature. Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.

Sphere Grid

Vampiric Rites {1}{B}, Sacrifice a creature: You gain 1 life and draw a card.

Vampiric Rites

Mantle of the Ancients Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.

Mantle of the Ancients

Windcrag Siege As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.

Windcrag Siege

Shiny Impetus Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Shiny Impetus

Elven Chorus You may look at the top card of your library any time. You may cast creature spells from the top of your library. Creatures you control have "{T}: Add one mana of any color."

Elven Chorus

All Will Be One Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.

All Will Be One

Thousand-Year Storm Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.

Thousand-Year Storm

Ominous Seas Whenever you draw a card, put a foreshadow counter on this enchantment. Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token. Cycling {2} ({2}, Discard this card: Draw a card.)

Ominous Seas

Insidious Roots Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.

Insidious Roots

Call of the Ring At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.

Call of the Ring

Underworld Dreams Whenever an opponent draws a card, this enchantment deals 1 damage to that player.

Underworld Dreams

Case of the Locked Hothouse You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Case of the Locked Hothouse

Blood Moon Nonbasic lands are Mountains.

Blood Moon

Cover of Darkness As this enchantment enters, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)

Cover of Darkness

Sneak Attack {R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.

Sneak Attack

Snake Umbra Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Snake Umbra

Dreadhorde Invasion At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

Dreadhorde Invasion

Concordant Crossroads All creatures have haste.

Concordant Crossroads

No Mercy Whenever a creature deals damage to you, destroy it.

No Mercy

Cleric Class (Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.

Cleric Class

Gratuitous Violence If a creature you control would deal damage to a permanent or player, it deals double that damage instead.

Gratuitous Violence

Coastal Piracy Whenever a creature you control deals combat damage to an opponent, you may draw a card.

Coastal Piracy

Echoes of Eternity If a triggered ability of a colorless spell you control or another colorless permanent you control triggers, that ability triggers an additional time. Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Echoes of Eternity

Rites of Flourishing At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.

Rites of Flourishing

Tortured Existence {B}, Discard a creature card: Return target creature card from your graveyard to your hand.

Tortured Existence

Artist's Talent (Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card. {2}{R}: Level 2 Noncreature spells you cast cost {1} less to cast. {2}{R}: Level 3 If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.

Artist's Talent

Awakening Zone At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."

Awakening Zone

Valakut Exploration Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

Valakut Exploration

Rain of Riches When this enchantment enters, create two Treasure tokens. The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Rain of Riches

Druid Class (Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Druid Class

Freed from the Real Enchant creature {U}: Tap enchanted creature. {U}: Untap enchanted creature.

Freed from the Real

Eldrazi Conscription Enchant creature Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)

Eldrazi Conscription

Resourceful Defense Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. {4}{W}: Move any number of counters from target permanent you control onto a second target permanent you control.

Resourceful Defense

Court of Grace When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

Court of Grace

Whirlwind of Thought Whenever you cast a noncreature spell, draw a card.

Whirlwind of Thought

Timely Ward You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.

Timely Ward

Ophidian Eye Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

Ophidian Eye

Valgavoth's Lair Hexproof This land enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color.

Valgavoth's Lair

Oversold Cemetery At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

Oversold Cemetery

Frostcliff Siege As this enchantment enters, choose Jeskai or Temur. • Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card. • Temur — Creatures you control get +1/+0 and have trample and haste.

Frostcliff Siege

Smuggler's Share At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.

Smuggler's Share

Spirit Mantle Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.

Spirit Mantle

Leyline of the Guildpact If this card is in your opening hand, you may begin the game with it on the battlefield. Each nonland permanent you control is all colors. Lands you control are every basic land type in addition to their other types.

Leyline of the Guildpact

Intruder Alarm Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.

Intruder Alarm

Extravagant Replication At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.

Extravagant Replication

Retreat to Coralhelm Landfall — Whenever a land you control enters, choose one — • You may tap or untap target creature. • Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Retreat to Coralhelm

Walk-In Closet // Forgotten Cellar You may play lands from your graveyard. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) // When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Walk-In Closet // Forgotten Cellar

Proft's Eidetic Memory When Proft's Eidetic Memory enters, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

Proft's Eidetic Memory

Psychic Corrosion Whenever you draw a card, each opponent mills two cards.

Psychic Corrosion