AngelicMind
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Commander
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Commander
Anikthea, Hand of Erebos
Menace
Other enchantment creatures you control have menace.
Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
Other enchantment creatures you control have menace.
Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
Legendary Creature Enchantment - Demigod

Commander
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Draw
Erebos, God of the Dead
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
Legendary Creature Enchantment - God

Party Dude
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Enchantment - Class

Draw
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Land
Boseiju, Who Endures
: Add .
Channel β , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel β , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Mass Disruption
Out of Time
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Enchantment

The Last Ronin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I β Destroy all creatures.
II β Mill four cards. When you do, return target creature card from your graveyard to your hand.
III β Whenever a creature you control attacks alone this turn, put three +1/+1 counters on it. It gains trample, lifelink, and indestructible until end of turn.
I β Destroy all creatures.
II β Mill four cards. When you do, return target creature card from your graveyard to your hand.
III β Whenever a creature you control attacks alone this turn, put three +1/+1 counters on it. It gains trample, lifelink, and indestructible until end of turn.
Enchantment - Saga

The Rise of Sozin
(As this Saga enters and after your draw step, add a lore counter.)
I β Destroy all creatures.
II β Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III β Exile this Saga, then return it to the battlefield transformed under your control.
I β Destroy all creatures.
II β Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III β Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Mass Disruption
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Mill
Cemetery Tampering
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Enchantment

Crawling Sensation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment

Dredger's Insight
Whenever one or more artifact and/or creature cards leave your graveyard, you gain 1 life.
When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Enchantment

Overlord of the Balemurk
Impending 5β (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror

Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I β Mill five cards.
II β Return all land cards from your graveyard to the battlefield tapped.
III β Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I β Mill five cards.
II β Return all land cards from your graveyard to the battlefield tapped.
III β Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

Mill
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Protection
Protection
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Ramp
Demon of Fate's Design
Flying, trample
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
, Sacrifice another enchantment: This creature gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
, Sacrifice another enchantment: This creature gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
Creature Enchantment - Demon

Prismatic Undercurrents
Vivid β When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.
You may play an additional land on each of your turns.
You may play an additional land on each of your turns.
Enchantment

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I β Crescent Fang β Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II β Heavenward Howl β When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III β Ecliptic Growl β Draw a card if you control the creature with the greatest power or tied for the greatest power.
I β Crescent Fang β Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II β Heavenward Howl β When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III β Ecliptic Growl β Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

The Weatherseed Treaty
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I β Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II β Create a 1/1 green Saproling creature token.
III β Domain β Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
I β Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II β Create a 1/1 green Saproling creature token.
III β Domain β Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Enchantment - Saga

Ramp
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Recursion
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.
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.
Enchantment - Aura

The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I β Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II β You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III β Exile this Saga, then return it to the battlefield transformed under your control.
I β Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II β You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III β Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Yuna, Hope of Spira
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Legendary Creature - Human Cleric

Recursion
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Removal
Aang's Iceberg
Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

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

Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II β Destroy up to one target nonland permanent.
III β Draw two cards.
IV β Mega Flare β This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II β Destroy up to one target nonland permanent.
III β Draw two cards.
IV β Mega Flare β This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I β Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II β You may have target opponent draw three cards. If you do, draw three cards.
III β Exile this Saga, then return it to the battlefield transformed under your control.
I β Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II β You may have target opponent draw three cards. If you do, draw three cards.
III β Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel β , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel β , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Removal
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Tokens
Tokens
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Deck Info
Deck stats
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Description
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