Blue 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

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

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

Propaganda

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mirrormade

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

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

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

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

Coastal Piracy

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

Freed from the Real

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

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

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

As Foretold At the beginning of your upkeep, put a time counter on this enchantment. Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on this enchantment.

As Foretold

Unstoppable Plan At the beginning of your end step, untap all nonland permanents you control.

Unstoppable Plan

Dictate of Kruphix Flash (You may cast this spell any time you could cast an instant.) At the beginning of each player's draw step, that player draws an additional card.

Dictate of Kruphix

One with the Multiverse You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.

One with the Multiverse

Witness Protection Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)

Witness Protection

Copy Enchantment You may have this enchantment enter as a copy of any enchantment on the battlefield.

Copy Enchantment

Virtue of Knowledge // Vantress Visions If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. // Copy target activated or triggered ability you control. You may choose new targets for the copy.

Virtue of Knowledge // Vantress Visions

Combat Research Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

Combat Research

Rooftop Storm You may pay {0} rather than pay the mana cost for Zombie creature spells you cast.

Rooftop Storm

Mirrodin Besieged As this enchantment enters, choose Mirran or Phyrexian. • Mirran — Whenever you cast an artifact spell, create a 1/1 colorless Myr artifact creature token. • Phyrexian — At the beginning of your end step, draw a card, then discard a card. Then if there are fifteen or more artifact cards in your graveyard, target opponent loses the game.

Mirrodin Besieged

Forced Fruition Whenever an opponent casts a spell, that player draws seven cards.

Forced Fruition

Efficient Construction Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.

Efficient Construction

Estrid's Invocation You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."

Estrid's Invocation

Case of the Ransacked Lab Instant and sorcery spells you cast cost {1} less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.

Case of the Ransacked Lab

Court of Cunning When this enchantment enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)

Court of Cunning

Mind's Dilation Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.

Mind's Dilation

Pemmin's Aura Enchant creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.) {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

Pemmin's Aura

Struggle for Project Purity As this enchantment enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.

Struggle for Project Purity

Kozilek's Unsealing Devoid (This card has no color.) Whenever you cast a creature spell with mana value 4, 5, or 6, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." Whenever you cast a creature spell with mana value 7 or greater, draw three cards.

Kozilek's Unsealing

Mirror Room // Fractured Realm When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types. (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.) // If a triggered ability of a permanent you control triggers, that ability triggers an additional time. (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.)

Mirror Room // Fractured Realm

Fraying Sanity Enchant player At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.

Fraying Sanity

Paradox Haze Enchant player At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.

Paradox Haze

Necroduality Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.

Necroduality

Court of Vantress When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.

Court of Vantress

Favorable Winds Creatures you control with flying get +1/+1.

Favorable Winds

Counterbalance Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same mana value as the revealed card.

Counterbalance

Impostor Syndrome Whenever a nontoken creature you control deals combat damage to a player, create a token that's a copy of it, except it isn't legendary.

Impostor Syndrome

Sigil of Sleep Enchant creature Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.

Sigil of Sleep

Storm of Saruman Ward {3} Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Storm of Saruman

Sphinx's Tutelage Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process. {5}{U}: Draw a card, then discard a card.

Sphinx's Tutelage

Leyline of Transformation If this card is in your opening hand, you may begin the game with it on the battlefield. As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

Leyline of Transformation

Memory Erosion Whenever an opponent casts a spell, that player mills two cards.

Memory Erosion

Dress Down Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.

Dress Down

Shadow of the Second Sun Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)

Shadow of the Second Sun

Secrets of the Dead Whenever you cast a spell from your graveyard, draw a card.

Secrets of the Dead

Eaten by Piranhas Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)

Eaten by Piranhas

Fortune Teller's Talent (Gain the next level as a sorcery to add its ability.) You may look at the top card of your library any time. {3}{U}: Level 2 As long as you've cast a spell this turn, you may play cards from the top of your library. {2}{U}: Level 3 Spells you cast from anywhere other than your hand cost {2} less to cast.

Fortune Teller's Talent

Curse of Verbosity Enchant player Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.

Curse of Verbosity

Search for Azcanta // Azcanta, the Sunken Ruin At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.) // (Transforms from Search for Azcanta.) {T}: Add {U}. {2}{U}, {T}: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Search for Azcanta // Azcanta, the Sunken Ruin

Vesuvan Duplimancy Whenever you cast a spell that targets only a single artifact or creature you control, create a token that's a copy of that artifact or creature, except it's not legendary.

Vesuvan Duplimancy

Metallurgic Summonings Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value. {3}{U}{U}, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.

Metallurgic Summonings

Unable to Scream Enchant creature Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types. As long as enchanted creature is face down, it can't be turned face up.

Unable to Scream

Waterbender Ascension Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Waterbender Ascension

Copy Artifact You may have this enchantment enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.

Copy Artifact

Arcane Adaptation As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

Arcane Adaptation

Artificer Class (Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs {1} less to cast. {1}{U}: Level 2 When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order. {5}{U}: Level 3 At the beginning of your end step, create a token that's a copy of target artifact you control.

Artificer Class

Jace's Sanctum Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, scry 1.

Jace's Sanctum

Dissipation Field Whenever a permanent deals damage to you, return it to its owner's hand.

Dissipation Field

Gossip's Talent (Gain the next level as a sorcery to add its ability.) Whenever a creature you control enters, surveil 1. {1}{U}: Level 2 Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn. {3}{U}: Level 3 Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.

Gossip's Talent

Aether Tunnel Enchant creature Enchanted creature gets +1/+0 and can't be blocked.

Aether Tunnel

Verity Circle Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card. {4}{U}: Tap target creature without flying.

Verity Circle

Deeproot Waters Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

Deeproot Waters

Stormchaser's Talent (Gain the next level as a sorcery to add its ability.) When this Class enters, create a 1/1 blue and red Otter creature token with prowess. {3}{U}: Level 2 When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand. {5}{U}: Level 3 Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.

Stormchaser's Talent

Deeproot Pilgrimage Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.

Deeproot Pilgrimage

Endless Evil Enchant creature you control At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1. When enchanted creature dies, if that creature was a Horror, return this card to its owner's hand.

Endless Evil

Frogify Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1. (It loses all other card types and creature types.)

Frogify

Nerd Rage Enchant creature When this Aura enters, draw two cards. Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."

Nerd Rage

Kiora Bests the Sea God (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create an 8/8 blue Kraken creature token with hexproof. II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step. III — Gain control of target permanent an opponent controls. Untap it.

Kiora Bests the Sea God

Swarm Intelligence Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.

Swarm Intelligence

The Bath Song (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Draw two cards, then discard a card. III — Shuffle any number of target cards from your graveyard into your library. Add {U}{U}.

The Bath Song

Moonlit Meditation Enchant artifact or creature you control The first time you would create one or more tokens each turn, you may instead create that many tokens that are copies of enchanted permanent.

Moonlit Meditation

Teferi's Tutelage When this enchantment enters, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)

Teferi's Tutelage

Sanctum of Calm Waters At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.

Sanctum of Calm Waters

Honden of Seeing Winds At the beginning of your upkeep, draw a card for each Shrine you control.

Honden of Seeing Winds

Back to Basics Nonbasic lands don't untap during their controllers' untap steps.

Back to Basics

Scroll of Isildur (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.

Scroll of Isildur

Telepathy Your opponents play with their hands revealed.

Telepathy

Candlekeep Sage Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."

Candlekeep Sage

They Came from the Pipes When this enchantment enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control enters, draw a card.

They Came from the Pipes

Roiling Dragonstorm When this enchantment enters, draw two cards, then discard a card. When a Dragon you control enters, return this enchantment to its owner's hand.

Roiling Dragonstorm

Eel Umbra Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Eel Umbra

Observed Stasis Flash Enchant creature an opponent controls When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. Enchanted creature loses all abilities and can't attack or block.

Observed Stasis

Enhanced Surveillance You may look at an additional two cards each time you surveil. Exile this enchantment: Shuffle your graveyard into your library.

Enhanced Surveillance

Curator's Ward Enchant permanent Enchanted permanent has hexproof. When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)

Curator's Ward

Sword Coast Sailor Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."

Sword Coast Sailor

Corrupted Conscience Enchant creature You control enchanted creature. Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Corrupted Conscience

Monastery Siege As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast.

Monastery Siege

Bottomless Pool // Locker Room When you unlock this door, return up to one target creature to its owner's hand. (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.) // Whenever one or more creatures you control deal combat damage to a player, draw a card. (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.)

Bottomless Pool // Locker Room

Double Down Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)

Double Down

Omen of the Sea Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, scry 2, then draw a card. {2}{U}, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Omen of the Sea

Copy Land You may have this enchantment enter as a copy of any land on the battlefield, except it's an enchantment in addition to its other types.

Copy Land

Security Bypass Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)

Security Bypass

Opposition Tap an untapped creature you control: Tap target artifact, creature, or land.

Opposition

Military Intelligence Whenever you attack with two or more creatures, draw a card.

Military Intelligence

Diplomatic Immunity Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.

Diplomatic Immunity

Gravitational Shift Creatures with flying get +2/+0. Creatures without flying get -2/-0.

Gravitational Shift

Ballad of the Black Flag (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.) IV — Historic spells you cast this turn cost {2} less to cast.

Ballad of the Black Flag

Lost in the Maze Flash When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Tapped creatures you control have hexproof.

Lost in the Maze

Steal Enchantment Enchant enchantment You control enchanted enchantment.

Steal Enchantment

Primordial Mist At the beginning of your end step, you may 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.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)

Primordial Mist

Merrow Commerce At the beginning of your end step, untap all Merfolk you control.

Merrow Commerce

Seal of Removal Sacrifice this enchantment: Return target creature to its owner's hand.

Seal of Removal

Collective Restraint Domain — Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.

Collective Restraint

Well of Ideas When this enchantment enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.

Well of Ideas

Utter Insignificance Flash Enchant creature Enchanted creature loses all abilities and has base power and toughness 1/1. {2}{C}: Exile enchanted creature.

Utter Insignificance

Smoke Shroud Enchant creature Enchanted creature gets +1/+1 and has flying. When a Ninja you control enters, you may return this card from your graveyard to the battlefield attached to that creature.

Smoke Shroud

Control Magic Enchant creature You control enchanted creature.

Control Magic

Psychic 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 scry 2.

Psychic Impetus

Curse of Unbinding Enchant player At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.

Curse of Unbinding

Kasmina's Transmutation Enchant creature Enchanted creature loses all abilities and has base power and toughness 1/1.

Kasmina's Transmutation

Cunning Evasion Whenever a creature you control becomes blocked, you may return it to its owner's hand.

Cunning Evasion

Era of Innovation Whenever an artifact or Artificer you control enters, you may pay {1}. If you do, you get {E}{E} (two energy counters). Pay six {E}, Sacrifice this enchantment: Draw three cards.

Era of Innovation

Future Sight Play with the top card of your library revealed. You may play lands and cast spells from the top of your library.

Future Sight

The Spirit Oasis When The Spirit Oasis enters, draw a card for each Shrine you control. Whenever another Shrine you control enters, draw a card.

The Spirit Oasis

Feywild Visitor Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."

Feywild Visitor

Hive Mind 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.

Hive Mind

Stasis Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}.

Stasis

Jace's Erasure Whenever you draw a card, you may have target player mill a card.

Jace's Erasure

Central Elevator // Promising Stairs When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (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.) // At the beginning of your upkeep, surveil 1. You win the game if there are eight or more different names among unlocked doors of Rooms you control. (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.)

Central Elevator // Promising Stairs

Guild Summit When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.

Guild Summit

Confounding Conundrum When this enchantment enters, draw a card. Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Confounding Conundrum

Treachery Enchant creature When this Aura enters, untap up to five lands. You control enchanted creature.

Treachery

Mind Over Matter Discard a card: You may tap or untap target artifact, creature, or land.

Mind Over Matter

Meat Locker // Drowned Diner When you unlock this door, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from 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.) // When you unlock this door, draw three cards, then discard a card. (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.)

Meat Locker // Drowned Diner

Vanishing Enchant creature {U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)

Vanishing

Trade Routes {1}: Return target land you control to its owner's hand. {1}, Discard a land card: Draw a card.

Trade Routes

Spider-Man No More Enchant creature Enchanted creature is a Citizen with base power and toughness 1/1. It has defender and loses all other abilities. (It also loses all other creature types.)

Spider-Man No More

Soothsaying {3}{U}{U}: Shuffle your library. {X}: Look at the top X cards of your library, then put them back in any order.

Soothsaying

Drowned Secrets Whenever you cast a blue spell, target player mills two cards.

Drowned Secrets

Archmage Ascension At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.

Archmage Ascension

Levitation Creatures you control have flying.

Levitation

Drake Haven Whenever you cycle or discard a card, you may pay {1}. If you do, create a 2/2 blue Drake creature token with flying.

Drake Haven

Frozen Aether Artifacts, creatures, and lands your opponents control enter tapped.

Frozen Aether

Curious Obsession Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card." At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.

Curious Obsession

Netherese Puzzle-Ward Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.

Netherese Puzzle-Ward

Marit Lage's Slumber Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.

Marit Lage's Slumber

Quest for Ula's Temple At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on this enchantment. At the beginning of each end step, if there are three or more quest counters on this enchantment, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

Quest for Ula's Temple

Ever-Watching Threshold Whenever an opponent attacks, if they attacked you and/or a planeswalker you control, draw a card.

Ever-Watching Threshold

Case of the Shifting Visage At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)

Case of the Shifting Visage

Dungeon Delver Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."

Dungeon Delver

Teferi's Talent Enchant planeswalker Enchanted planeswalker has "[−12]: You get an emblem with 'You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant.'" Whenever you draw a card, put a loyalty counter on enchanted planeswalker.

Teferi's Talent

Followed Footsteps Enchant creature At the beginning of your upkeep, create a token that's a copy of enchanted creature.

Followed Footsteps

Fly Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)

Fly

Honest Work Enchant creature an opponent controls When this Aura enters, tap enchanted creature and remove all counters from it. Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and "{T}: Add {C}" named Humble Merchant. (It loses all other creature types and names.)

Honest Work

Auramancer's Guise Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

Auramancer's Guise

Trail of Evidence Whenever you cast an instant or sorcery spell, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Trail of Evidence

Reality Acid Enchant permanent Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.

Reality Acid

Lost Isle Calling Whenever you scry, put a verse counter on this enchantment. {4}{U}{U}, Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.

Lost Isle Calling

Thought Reflection If you would draw a card, draw two cards instead.

Thought Reflection

Power Artifact Enchant artifact Enchanted artifact's activated abilities cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.

Power Artifact

The Clone Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Surveil 3. II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary. III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card.

The Clone Saga

Cartouche of Knowledge Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.

Cartouche of Knowledge

Chakra Meditation When this enchantment enters, return up to one target instant or sorcery card from your graveyard to your hand. Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.

Chakra Meditation

Arcane Laboratory Each player can't cast more than one spell each turn.

Arcane Laboratory

Fae Flight Flash Enchant creature When this Aura enters, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.

Fae Flight