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Commander
Eriette, the Beguiler
Lifelink
Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.
Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.
Legendary Creature - Human Warlock

Commander
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Drain
Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock

Drain
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Draw
Pearl-Ear, Imperial Advisor
Lifelink
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Advisor Fox

Songbirds' Blessing
Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment - Aura

Draw
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Evasion
Evasion
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Land
Land
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Protection
Octopus Umbra
Enchant creature
Enchanted creature has base power and toughness 8/8 and has "Whenever this creature attacks, you may tap target creature with power 8 or less."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature has base power and toughness 8/8 and has "Whenever this creature attacks, you may tap target creature with power 8 or less."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Protection
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Pump
Pump
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Ramp
Aminatou, Veil Piercer
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
Legendary Creature - Human Wizard

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

Monk Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Enchantment - Class

Ramp
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Recursion
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.
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.
Enchantment - Aura

The Master of Keys
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment 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.)
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment 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.)
Legendary Creature Enchantment - Horror

Recursion
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Removal
Removal
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Tokens
Hallowed Haunting
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Enchantment

Tokens
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Deck Info
Deck stats
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