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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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An-Zerrin Ruins
( 4)
Enchantment
As An-Zerrin Ruins enters, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Apathy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If the player does, untap that creature.
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Aphemia, the Cacophony
( 2)
Legendary Enchantment Creature — Harpy
(2/1)
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
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Appendage Amalgam
( 3)
Enchantment Creature — Horror
(3/2)
Flash Whenever Appendage Amalgam attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Aquatic Incursion
( 4)
Enchantment
When Aquatic Incursion enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) : Target Merfolk can't be blocked this turn.
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Aqueous Form
( 1)
Enchantment — Aura
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.)
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Arachnoform
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
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Arachnus Web
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
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Arasta of the Endless Web
( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Arboreal Alliance
( 2)
Enchantment
When Arboreal Alliance enters, create an X/X green Treefolk creature token. Whenever you attack with one or more Elves, populate. (Create a token that's a copy of a creature token you control.)
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Arboria
( 4)
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
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Arcane Adaptation
( 3)
Enchantment
As Arcane Adaptation 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.
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Arcane Bombardment
( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
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Arcane Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Laboratory
( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Arcane Melee
( 5)
Enchantment
Instant and sorcery spells cost less to cast.
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Arcane Teachings
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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Arcanum Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Aura swap (: Exchange this Aura with an Aura card in your hand.)
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Archery Training
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has ": This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever Architect of Restoration attacks or blocks, create a 1/1 colorless Spirit creature token.
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Archmage Ascension
( 3)
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension 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.
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Ardent Plea
( 3)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this 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.)
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Virtue of Loyalty (Ardenvale Fealty)
( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Arguel's Blood Fast
( 2)
Legendary Enchantment
, Pay 2 life: Draw a card. At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Aria of Flame
( 3)
Enchantment
When Aria of Flame enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on Aria of Flame, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
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Armadillo Cloak
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armament of Nyx
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armed with Proof
( 3)
Enchantment
When Armed with Proof enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Arming Gala
( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Armor of Faith
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Thorns
( 2)
Enchantment — Aura
You may cast Armor of Thorns 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. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armored Ascension
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Arms Race
( 4)
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arni Slays the Troll
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arnjlot's Ascent
( 3)
Enchantment
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.) : Target creature gains flying until end of turn.
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Arrest
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Arterial Alchemy
( 3)
Enchantment
When Arterial Alchemy enters, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Artifact Possession
( 3)
Enchantment — Aura
Enchant artifact Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without in its activation cost, Artifact Possession deals 2 damage to that artifact's controller.
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Artifact Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources.
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Artificer Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs less to cast. : Level 2 //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. : Level 3 //Level_3// At the beginning of your end step, create a token that's a copy of target artifact you control.
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Artificer's Hex
( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Artificer's Intuition
( 2)
Enchantment
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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Artist's Talent
( 2)
Enchantment — Class
(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. : Level 2 //Level_2// Noncreature spells you cast cost less to cast. : Level 3 //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.
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Arvinox, the Mind Flail
( 7)
Legendary Enchantment Creature — Horror
(9/9)
Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
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As Foretold
( 3)
Enchantment
At the beginning of your upkeep, put a time counter on As Foretold. Once each turn, you may pay 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 As Foretold.
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As Luck Would Have It
( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
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Ascent of the Worthy
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
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Asceticism
( 5)
Enchantment
Creatures you control have hexproof. : 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.)
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Asha's Favor
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying, first strike, and vigilance.
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Ashes of the Abhorrent
( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
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Ashiok's Erasure
( 4)
Enchantment
Flash When Ashiok's Erasure enters, exile target spell. Your opponents can't cast spells with the same name as the exiled card. When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.
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Ashling's Prerogative
( 2)
Enchantment
As Ashling's Prerogative enters, choose odd or even. (Zero is even.) Each creature with mana value of the chosen quality has haste. Each creature without mana value of the chosen quality enters tapped.
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Aspect of Gorgon
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.)
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Aspect of Lamprey
( 4)
Enchantment — Aura
Enchant creature you control When Aspect of Lamprey enters, target opponent discards two cards. Enchanted creature has lifelink.
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Aspect of Manticore
( 3)
Enchantment — Aura
Flash Enchant creature When Aspect of Manticore enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Aspect of Mongoose
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) When Aspect of Mongoose is put into a graveyard from the battlefield, return Aspect of Mongoose to its owner's hand.
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Aspect of Wolf
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.
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Assault Formation
( 2)
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power. : Target creature with defender can attack this turn as though it didn't have defender. : Creatures you control get +0/+1 until end of turn.
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Assemble the Entmoot
( 4)
Enchantment
Creatures you control have reach. Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
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Assemble the Legion
( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
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Assemble the Players
( 2)
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
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Astral Slide
( 3)
Enchantment
Whenever a player cycles a card, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
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Astral Wingspan
( 5)
Enchantment — Aura
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Enchant creature When Astral Wingspan enters, draw a card. Enchanted creature gets +2/+2 and has flying.
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At Knifepoint
( 3)
Enchantment
During your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you commit a crime, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.
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Athreos, God of Passage
( 3)
Legendary Enchantment Creature — God
(5/4)
Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life.
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Athreos, Shroud-Veiled
( 6)
Legendary Enchantment Creature — God
(4/7)
Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. At the beginning of your end step, put a coin counter on another target creature. Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
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Attrition
( 3)
Enchantment
, Sacrifice a creature: Destroy target nonblack creature.
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Attunement
( 3)
Enchantment
Return Attunement to its owner's hand: Draw three cards, then discard four cards.
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Audacity
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) When Audacity is put into a graveyard from the battlefield, draw a card.
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Aura Flux
( 3)
Enchantment
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay ."
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Aura Fracture
( 3)
Enchantment
Sacrifice a land: Destroy target enchantment.
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Aura of Dominion
( 2)
Enchantment — Aura
Enchant creature , Tap an untapped creature you control: Untap enchanted creature.
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Aura of Silence
( 3)
Enchantment
Artifact and enchantment spells your opponents cast cost more to cast. Sacrifice Aura of Silence: Destroy target artifact or enchantment.
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Aura Shards
( 3)
Enchantment
Whenever a creature you control enters, you may destroy target artifact or enchantment.
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Auramancer's Guise
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
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Aurification
( 4)
Enchantment
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When Aurification leaves the battlefield, remove all gold counters from all creatures.
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Authority of the Consuls
( 1)
Enchantment
Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.
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Autumnal Gloom
( 3)
Enchantment
: Mill a card. Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform Autumnal Gloom.
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Aven Shrine
( 3)
Enchantment
Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.
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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Awakened Awareness
( 2)
Enchantment — Aura
Enchant artifact or creature When Awakened Awareness enters, put X +1/+1 counters on enchanted permanent. As long as enchanted permanent is a creature, it has base power and toughness 1/1.
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Awakening
( 4)
Enchantment
At the beginning of each upkeep, untap all creatures and lands.
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Funeral Room // Awakening Hall (Awakening Hall)
( 8)
Enchantment — Room
When you unlock this door, return all creature cards from your graveyard to the battlefield. (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.)
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Awakening Zone
( 3)
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."
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Awesome Presence
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked unless defending player pays for each creature they control that's blocking it.
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Axis of Mortality
( 6)
Enchantment
At the beginning of your upkeep, you may have two target players exchange life totals.
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Aysen Highway
( 6)
Enchantment
White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)
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