+control (13)
Enchant creature
You control enchanted creature.
Draw four cards, then discard three cards at random.
This spell can't be countered.
Shroud
CARDNAME's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)
Enchant red or green creature
Enchanted creature doesn't untap during its controller's untap step.
As Crowd-Control Warden enters or is turned face up, put X +1/+1 counters on it, where X is the number of other creatures you control.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
Artifact, instant, and sorcery spells your opponents cast cost more to cast.
−1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Destroy all nonland permanents with mana value 1 or less.
Cycling (, Discard this card: Draw a card.)
You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
When The Cyber-Controller enters, each opponent mills X cards. Put all creature cards milled this way onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Other artifact creatures you control get +1/+1.
Cumulative upkeep (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.)
Pay 2 life or : Counter target red or green spell. Any player may activate this ability.
Flash (You may cast this spell any time you could cast an instant.)
Enchanted creature gets +2/+2 and attacks each combat if able.
Enchant nonbasic land
When enchanted land becomes tapped, destroy it.
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