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Types Artifact Creature Land
Enchantment Instant Planeswalker Sorcery
Subtypes Legendary Dinosaur Pirate Merfolk Vampire
Colors White Blue Black Red Green
Multicolor Colorless
Rarity Common Uncommon Rare Mythic Rare
Sets Streets of New Capenna Kamigawa: Neon Dynasty Innistrad: Crimson Vow Innistrad: Midnight Hunt Jumpstart: Historic Horizons
Dungeons & Dragons: Adventures in the Forgotten Realms Strixhaven: School of Mages Kaldheim Kaladesh Remastered Zendikar Rising
Amonkhet Remastered Jumpstart Core Set 2021 Ikoria Lair of Behemoths Theros Beyond Death
Throne of Eldraine Core Set 2020 War of the Spark Ravnica Allegiance Guilds of Ravnica
Core Set 2019 Dominaria Rivals of Ixalan Ixalan Arena Only
Anthologies Explorer Anthology 1 Historic Anthology 6 Historic Anthology 5 Historic Anthology IV
Historic Anthology III Historic Anthology II Historic Anthology: Rhys the Redeemed Historic Anthology 1
Alchemy Alchemy Horizons: Baldur's Gate Alchemy: New Capenna Alchemy: Kamigawa Alchemy: Innistrad
To list cards by their color and converted mana cost use these alternative filters.

361 results
Aether Tunnel Blue (2)
Enchantment — Aura
Enchant creature

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

Ajani's Last Stand WhiteWhite (4)
Enchantment
Whenever a creature or planeswalker you control dies, you may sacrifice Ajani's Last Stand. If you do, create a 4/4 white Avatar creature token with flying.

When a spell or ability an opponent controls causes you to discard this card, if you control a Plains, create a 4/4 white Avatar creature token with flying.

Ajani's Welcome White (1)
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life.
All That Glitters White (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.

Alpine Moon Red (1)
Enchantment
As Alpine Moon enters the battlefield, choose a nonbasic land card name.

Lands your opponents control with the chosen name lose all land types and abilities, and they gain "Tap: Add one mana of any color."

Alseid of Life's Bounty White (1)
Enchantment Creature — Nymph (1/1)
Lifelink

, Sacrifice Alseid of Life's Bounty: Target creature or enchantment you control gains protection from the color of your choice until end of turn.

Anax, Hardened in the Forge RedRed (3)
Legendary Enchantment Creature — Demigod (*/3)
Anax's power is equal to your devotion to red. (Each Red in the mana costs of permanents you control counts toward your devotion to red.)

Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.

Ancestral Mask Green (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

Angelic Exaltation White (4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Angelic Gift White (2)
Enchantment — Aura
Enchant creature

When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.

Angelic Reward WhiteWhite (5)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3 and has flying.

Aphemia, the Cacophony Black (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.

Aquatic Incursion Blue (4)
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)

Blue: Target Merfolk can't be blocked this turn.

Arasta of the Endless Web GreenGreen (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.

Arcane Adaptation Blue (3)
Enchantment
As Arcane Adaptation enters the battlefield, 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 Flight Blue (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has flying.

Arguel's Blood Fast Black (2)
Legendary Enchantment
Black, 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.

Ashes of the Abhorrent White (2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards.

Whenever a creature dies, you gain 1 life.

Ashiok's Erasure BlueBlue (4)
Enchantment
Flash

When Ashiok's Erasure enters the battlefield, 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.

Aspect of Lamprey Black (4)
Enchantment — Aura
Enchant creature you control

When Aspect of Lamprey enters the battlefield, target opponent discards two cards.
Enchanted creature has lifelink.

Aspect of Manticore Red (3)
Enchantment — Aura
Flash

Enchant creature
When Aspect of Manticore enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0.

Assault Formation Green (2)
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Green: Target creature with defender can attack this turn as though it didn't have defender.
Green: Creatures you control get +0/+1 until end of turn.

Athreos, Shroud-Veiled WhiteBlack (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.

Axis of Mortality WhiteWhite (6)
Enchantment
At the beginning of your upkeep, you may have two target players exchange life totals.
Baffling End White (2)
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less.

When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.

Banishing Light White (3)
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
Barrage of Expendables Red (1)
Enchantment
Red, Sacrifice a creature: Barrage of Expendables deals 1 damage to any target.
Bastion of Remembrance Black (3)
Enchantment
When Bastion of Remembrance enters the battlefield, create a 1/1 white Human Soldier creature token.

Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.

Black Market BlackBlack (5)
Enchantment
Whenever a creature dies, put a charge counter on Black Market.

At the beginning of your precombat main phase, add Black for each charge counter on Black Market.

Blanchwood Armor Green (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 for each Forest you control.

Blessed Sanctuary WhiteWhite (5)
Enchantment
Prevent all noncombat damage that would be dealt to you and creatures you control.

Whenever a nontoken creature enters the battlefield under your control, create a 2/2 white Unicorn creature token.

Blood Sun Red (3)
Enchantment
When Blood Sun enters the battlefield, draw a card.

All lands lose all abilities except mana abilities.

Brain Maggot Black (2)
Enchantment Creature — Insect (1/1)
When Brain Maggot enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield.
Branching Evolution Green (3)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Callaphe, Beloved of the Sea BlueBlue (3)
Legendary Enchantment Creature — Demigod (*/3)
Callaphe's power is equal to your devotion to blue. (Each Blue in the mana costs of permanents you control counts toward your devotion to blue.)

Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."

Candlelight Vigil White (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+2 and has vigilance.

Captive Audience BlackRed (7)
Enchantment
Captive Audience enters the battlefield under the control of an opponent of your choice.

At the beginning of your upkeep, choose one that hasn't been chosen —
• Your life total becomes 4.
• Discard your hand.
• Each opponent creates five 2/2 black Zombie creature tokens.

Capture Sphere Blue (4)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature
When Capture Sphere enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Castaway's Despair Blue (4)
Enchantment — Aura
Enchant creature

When Castaway's Despair enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Cathars' Crusade WhiteWhite (5)
Enchantment
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.
Cavalcade of Calamity Red (2)
Enchantment
Whenever a creature you control with power 1 or less attacks, Cavalcade of Calamity deals 1 damage to the player or planeswalker that creature is attacking.
Celestial Mantle WhiteWhiteWhite (6)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Chainer's Torment Black (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.

Charmed Sleep BlueBlue (3)
Enchantment — Aura
Enchant creature

When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Cindervines RedGreen (2)
Enchantment
Whenever an opponent casts a noncreature spell, Cindervines deals 1 damage to that player.

, Sacrifice Cindervines: Destroy target artifact or enchantment. Cindervines deals 2 damage to that permanent's controller.

Coastal Piracy BlueBlue (4)
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Colossal Majesty Green (3)
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Colossification GreenGreen (7)
Enchantment — Aura
Enchant creature

When Colossification enters the battlefield, tap enchanted creature.
Enchanted creature gets +20/+20.

Commanding Presence White (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."

Conclave Tribunal White (4)
Enchantment
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.)

When Conclave Tribunal enters the battlefield, exile target nonland permanent an opponent controls until Conclave Tribunal leaves the battlefield.

Cradle of Vitality White (4)
Enchantment
Whenever you gain life, you may pay White. If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Curator's Ward Blue (3)
Enchantment — Aura
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.)

Curiosity Blue (1)
Enchantment — Aura
Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

Curious Obsession Blue (1)
Enchantment — Aura
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 Curious Obsession.

Dawn Evangel White (3)
Enchantment Creature — Human Cleric (2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with converted mana cost 2 or less from your graveyard to your hand.
Dawn of Hope White (2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card.

White: Create a 1/1 white Soldier creature token with lifelink.

Daxos, Blessed by the Sun WhiteWhite (2)
Legendary Enchantment Creature — Demigod (2/*)
Daxos's toughness is equal to your devotion to white. (Each White in the mana costs of permanents you control counts toward your devotion to white.)

Whenever another creature you control enters the battlefield or dies, you gain 1 life.

Dead Man's Chest Black (2)
Enchantment — Aura
Enchant creature an opponent controls

When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and you may spend mana as though it were mana of any type to cast those spells.

Dead Weight Black (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets -2/-2.

Deafening Silence White (1)
Enchantment
Each player can't cast more than one noncreature spell each turn.
Death's Approach Black (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.

Death's Oasis WhiteBlackGreen (3)
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser converted mana cost than the creature that died from your graveyard to your hand.

, Sacrifice Death's Oasis: You gain life equal to the greatest converted mana cost among creatures you control.

Deep Freeze Blue (3)
Enchantment — Aura
Enchant creature

Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.

Deeproot Waters Blue (3)
Enchantment
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.)
Demonic Embrace BlackBlack (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.

Demonic Vigor Black (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.

Demotion White (1)
Enchantment — Aura
Enchant creature

Enchanted creature can't block, and its activated abilities can't be activated.

Destiny Spinner Green (2)
Enchantment Creature — Human (2/3)
Creature and enchantment spells you control can't be countered.

Green: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

Disinformation Campaign BlueBlack (3)
Enchantment
When Disinformation Campaign enters the battlefield, you draw a card and each opponent discards a card.

Whenever you surveil, return Disinformation Campaign to its owner's hand.

Divine Visitation WhiteWhite (5)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
Doom Foretold WhiteBlack (4)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
Double Vision RedRed (5)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
Dovin's Acuity WhiteBlue (3)
Enchantment
When Dovin's Acuity enters the battlefield, you gain 2 life and draw a card.

Whenever you cast an instant spell during your main phase, you may return Dovin's Acuity to its owner's hand.

Dreadful Apathy White (3)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.
White: Exile enchanted creature.

Dreadhorde Invasion Black (2)
Enchantment
At the beginning of your upkeep, you lose 1 life and amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

Dreamshaper Shaman Red (6)
Enchantment Creature — Minotaur Shaman (5/4)
At the beginning of your end step, you may pay Red and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Dreamstalker Manticore Red (3)
Enchantment Creature — Manticore (4/2)
Whenever you cast your first spell during each opponent's turn, Dreamstalker Manticore deals 1 damage to any target.
Drowned Secrets Blue (2)
Enchantment
Whenever you cast a blue spell, target player mills two cards.
Dryad of the Ilysian Grove Green (3)
Enchantment Creature — Nymph Dryad (2/4)
You may play an additional land on each of your turns.

Lands you control are every basic land type in addition to their other types.

Dub White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)

Duelist's Heritage White (3)
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
Dwindle Blue (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets -6/-0.
When enchanted creature blocks, destroy it. (The attacking creature remains blocked.)

Eidolon of Inspiration WhiteWhite (3)
Enchantment Creature — Spirit (2/2)
At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn.
Eidolon of Obstruction White (2)
Enchantment Creature — Spirit (2/1)
First strike

Loyalty abilities of planeswalkers your opponents control cost more to activate.

Eidolon of Philosophy Blue (1)
Enchantment Creature — Spirit (1/2)
Blue, Sacrifice Eidolon of Philosophy: Draw three cards.
Elspeth Conquers Death WhiteWhite (5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Exile target permanent an opponent controls with converted mana cost 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.

Elspeth's Nightmare Black (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Destroy target creature an opponent controls with power 2 or less.
II — Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
III — Exile target opponent's graveyard.

Enchantress's Presence Green (3)
Enchantment
Whenever you cast an enchantment spell, draw a card.
Enemy of Enlightenment Black (6)
Enchantment Creature — Demon (5/5)
Flying

Enemy of Enlightenment gets -1/-1 for each card in your opponents' hands.
At the beginning of your upkeep, each player discards a card.

Enhanced Surveillance Blue (2)
Enchantment
You may look at an additional two cards each time you surveil.

Exile Enhanced Surveillance: Shuffle your graveyard into your library.

Enigmatic Incarnation GreenBlue (4)
Enchantment
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with converted mana cost equal to 1 plus the sacrificed enchantment's converted mana cost, put that card onto the battlefield, then shuffle your library.
Enthralling Hold BlueBlue (5)
Enchantment — Aura
Enchant creature

You can't choose an untapped creature as this spell's target as you cast it.
You control enchanted creature.

Erebos, Bleak-Hearted Black (4)
Legendary Enchantment Creature — God (5/6)
Indestructible

As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
Black, Sacrifice another creature: Target creature gets -2/-1 until end of turn.

Escape Protocol Blue (2)
Enchantment
Whenever you cycle a card, you may pay . When you do, exile target artifact or creature you control, then return it to the battlefield under its owner's control.
Escape Velocity Red (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+0 and has haste.
Escape—Red, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Eternal Thirst Black (2)
Enchantment — Aura
Enchant creature

Enchanted creature has lifelink and "Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature." (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

Ethereal Absolution WhiteBlack (6)
Enchantment
Creatures you control get +1/+1.

Creatures your opponents control get -1/-1.
WhiteBlack: Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.

Experimental Frenzy Red (4)
Enchantment
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.
You can't play lands or cast spells from your hand.
Red: Destroy Experimental Frenzy.

Exquisite Blood Black (5)
Enchantment
Whenever an opponent loses life, you gain that much life.
Eyes Everywhere Blue (3)
Enchantment
At the beginning of your upkeep, scry 1.

Blue: Exchange control of Eyes Everywhere and target nonland permanent. Activate this ability only any time you could cast a sorcery.

Face of Divinity White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.

Faith's Fetters White (4)
Enchantment — Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.

Fall of the Thran White (6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.

Favorable Winds Blue (2)
Enchantment
Creatures you control with flying get +1/+1.
Feral Invocation Green (3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature
Enchanted creature gets +2/+2.

Ferocity of the Wilds Red (3)
Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
Fiery Emancipation RedRedRed (6)
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Firemind's Research BlueRed (2)
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on Firemind's Research.

Blue, Remove two charge counters from Firemind's Research: Draw a card.
Red, Remove five charge counters from Firemind's Research: It deals 5 damage to any target.

Fires of Invention Red (4)
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn.

You may cast spells with converted mana cost less than or equal to the number of lands you control without paying their mana costs.

Font of Agonies Black (1)
Enchantment
Whenever you pay life, put that many blood counters on Font of Agonies.

Black, Remove four blood counters from Font of Agonies: Destroy target creature.

Footfall Crater Red (1)
Enchantment — Aura
Enchant land

Enchanted land has "Tap: Target creature gains trample and haste until end of turn."
Cycling (, Discard this card: Draw a card.)

Forced Worship White (2)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack.
White: Return Forced Worship to its owner's hand.

Form of the Dinosaur RedRed (6)
Enchantment
When Form of the Dinosaur enters the battlefield, your life total becomes 15.

At the beginning of your upkeep, Form of the Dinosaur deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.

Fortifying Provisions White (3)
Enchantment
Creatures you control get +0/+1.

When Fortifying Provisions enters the battlefield, create a Food token. (It's an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")

Frenzied Rage Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)

Frogify Blue (2)
Enchantment — Aura
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.)

Fungal Plots Green (2)
Enchantment
Green, Exile a creature card from your graveyard: Create a 1/1 green Saproling creature token.

Sacrifice two Saprolings: You gain 2 life and draw a card.

Furious Rise Red (3)
Enchantment
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with Furious Rise.
Furor of the Bitten Red (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and attacks each combat if able.

Garruk's Uprising Green (3)
Enchantment
When Garruk's Uprising enters the battlefield, if you control a creature with power 4 or greater, draw a card.

Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking.)
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card.

Gauntlets of Light White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Enchanted creature has "White: Untap this creature."

Gift of Paradise Green (3)
Enchantment — Aura
Enchant land

When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "Tap: Add two mana of any one color."

Glaring Aegis White (1)
Enchantment — Aura
Enchant creature

When Glaring Aegis enters the battlefield, tap target creature an opponent controls.
Enchanted creature gets +1/+3.

Glorious Anthem WhiteWhite (3)
Enchantment
Creatures you control get +1/+1.
Glory Bearers White (4)
Enchantment Creature — Human Cleric (3/4)
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
Goblin Oriflamme Red (2)
Enchantment
Attacking creatures you control get +1/+0.
Gravebreaker Lamia Black (5)
Enchantment Creature — Snake Lamia (4/4)
Lifelink

When Gravebreaker Lamia enters the battlefield, search your library for a card, put it into your graveyard, then shuffle your library.
Spells you cast from your graveyard cost less to cast.

Griffin Aerie White (2)
Enchantment
At the beginning of your end step, if you gained 3 or more life this turn, create a 2/2 white Griffin creature token with flying.
Growing Rites of Itlimoc Green (3)
Legendary Enchantment
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.

Guardian Project Green (4)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Guild Summit Blue (3)
Enchantment
When Guild Summit enters the battlefield, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way.

Whenever a Gate enters the battlefield under your control, draw a card.

Hadana's Climb GreenBlue (3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Haphazard Bombardment Red (6)
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them.

At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.

Happily Ever After White (3)
Enchantment
When Happily Ever After enters the battlefield, each player gains 5 life and draws a card.

At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.

Hard Cover Blue (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +0/+2 and has "Tap: Draw a card, then discard a card."

Hateful Eidolon Black (1)
Enchantment Creature — Spirit (1/2)
Lifelink

Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.

Heliod, Sun-Crowned White (3)
Legendary Enchantment Creature — God (5/5)
Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
White: Another target creature gains lifelink until end of turn.

Heliod's Punishment White (2)
Enchantment — Aura
Enchant creature

Heliod's Punishment enters the battlefield with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has "Tap: Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."

Hero of the Nyxborn RedWhite (3)
Enchantment Creature — Human Soldier (2/2)
When Hero of the Nyxborn enters the battlefield, create a 1/1 white Human Soldier creature token.

Whenever you cast a spell that targets Hero of the Nyxborn, creatures you control get +1/+0 until end of turn.

Hieromancer's Cage White (4)
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
High Alert WhiteBlue (3)
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.
WhiteBlue: Untap target creature.

History of Benalia WhiteWhite (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.

Honden of Cleansing Fire White (4)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Honden of Infinite Rage Red (3)
Legendary Enchantment — Shrine
At the beginning of your upkeep, Honden of Infinite Rage deals damage to any target equal to the number of Shrines you control.
Honden of Life's Web Green (5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, create a 1/1 colorless Spirit creature token for each Shrine you control.
Honden of Night's Reach Black (4)
Legendary Enchantment — Shrine
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
Honden of Seeing Winds Blue (5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
Hydra's Growth Green (3)
Enchantment — Aura
Enchant creature

When Hydra's Growth enters the battlefield, put a +1/+1 counter on enchanted creature.
At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.

Ichthyomorphosis Blue (3)
Enchantment — Aura
Enchant creature

Enchanted creature loses all abilities and is a blue Fish with base power and toughness 0/1.

Ill-Gotten Inheritance Black (4)
Enchantment
At the beginning of your upkeep, Ill-Gotten Inheritance deals 1 damage to each opponent and you gain 1 life.

Black, Sacrifice Ill-Gotten Inheritance: It deals 4 damage to target opponent and you gain 4 life.

Impending Doom Red (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3 and attacks each combat if able.
When enchanted creature dies, Impending Doom deals 3 damage to that creature's controller.

Improbable Alliance BlueRed (2)
Enchantment
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.

BlueRed: Draw a card, then discard a card.

In Bolas's Clutches BlueBlue (6)
Legendary Enchantment — Aura
Enchant permanent

You control enchanted permanent.
Enchanted permanent is legendary.

Indomitable Will White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2.

Induced Amnesia Blue (3)
Enchantment
When Induced Amnesia enters the battlefield, target player exiles all cards from their hand face down, then draws that many cards.

When Induced Amnesia is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.

Inevitable End Black (3)
Enchantment — Aura
Enchant creature

Enchanted creature has "At the beginning of your upkeep, sacrifice a creature."

Inexorable Tide BlueBlue (5)
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Infernal Scarring Black (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."

Iroas's Blessing Red (4)
Enchantment — Aura
Enchant creature you control

When Iroas's Blessing enters the battlefield, it deals 4 damage to target creature or planeswalker an opponent controls.
Enchanted creature gets +1/+1.

Ixalan's Binding White (4)
Enchantment
When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.

Your opponents can't cast spells with the same name as the exiled card.

Journey to Eternity BlackGreen (3)
Legendary Enchantment — Aura
Enchant creature you control

When enchanted creature dies, return it to the battlefield under your control, then return Journey to Eternity to the battlefield transformed under your control.

Kasmina's Transmutation Blue (2)
Enchantment — Aura
Enchant creature

Enchanted creature loses all abilities and has base power and toughness 1/1.

Kaya's Ghostform Black (1)
Enchantment — Aura
Enchant creature or planeswalker you control

When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.

Kenrith's Transformation Green (2)
Enchantment — Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)

Kiora Bests the Sea God BlueBlue (7)
Enchantment — Saga
(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.

Klothys, God of Destiny RedGreen (3)
Legendary Enchantment Creature — God (4/5)
Indestructible

As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, add Red or Green. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.

Knightly Valor White (5)
Enchantment — Aura
Enchant creature

When Knightly Valor enters the battlefield, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.

Knights' Charge WhiteBlack (3)
Enchantment
Whenever a Knight you control attacks, each opponent loses 1 life and you gain 1 life.

WhiteBlack, Sacrifice Knights' Charge: Return all Knight creature cards from your graveyard to the battlefield.

Knight's Pledge White (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2.

Kumena's Awakening BlueBlue (4)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.

Lampad of Death's Vigil Black (2)
Enchantment Creature — Nymph (1/3)
, Sacrifice a creature: Each opponent loses 1 life and you gain 1 life.
Lawmage's Binding WhiteBlue (3)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.

Legion's Landing White (1)
Legendary Enchantment
When Legion's Landing enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

When you attack with three or more creatures, transform Legion's Landing.

Leyline of Abundance GreenGreen (4)
Enchantment
If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.

Whenever you tap a creature for mana, add an additional Green.
GreenGreen: Put a +1/+1 counter on each creature you control.

Leyline of Anticipation BlueBlue (4)
Enchantment
If Leyline of Anticipation 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 Combustion RedRed (4)
Enchantment
If Leyline of Combustion is in your opening hand, you may begin the game with it on the battlefield.

Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, Leyline of Combustion deals 2 damage to that player.

Leyline of Sanctity WhiteWhite (4)
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.

You have hexproof. (You can't be the target of spells or abilities your opponents control.)

Leyline of the Void BlackBlack (4)
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.

If a card would be put into an opponent's graveyard from anywhere, exile it instead.

Lich's Mastery BlackBlackBlack (6)
Legendary Enchantment
Hexproof

You can't lose the game.
Whenever you gain life, draw that many cards.
Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.
When Lich's Mastery leaves the battlefield, you lose the game.

Light of Promise White (3)
Enchantment — Aura
Enchant creature

Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."

Lightning Diadem Red (6)
Enchantment — Aura
Enchant creature

When Lightning Diadem enters the battlefield, it deals 2 damage to any target.
Enchanted creature gets +2/+2.

Liliana's Contract BlackBlack (5)
Enchantment
When Liliana's Contract enters the battlefield, you draw four cards and you lose 4 life.

At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.

Luminous Bonds White (3)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.

Lurking Predators GreenGreen (6)
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
Makeshift Munitions Red (2)
Enchantment
, Sacrifice an artifact or creature: Makeshift Munitions deals 1 damage to any target.
Maniacal Rage Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and can't block.

Mantle of the Wolf Green (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +4/+4.
When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.

Mark of the Vampire Black (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and has lifelink.

Medomai's Prophecy Blue (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I — Scry 2.
II — Choose a card name.
III — When you cast a spell with the chosen name for the first time this turn, draw two cards.
IV — Look at the top card of each player's library.

Metamorphic Alteration Blue (2)
Enchantment — Aura
Enchant creature

As Metamorphic Alteration enters the battlefield, choose a creature.
Enchanted creature is a copy of the chosen creature.

Mindwrack Harpy Black (4)
Enchantment Creature — Harpy (3/2)
Flying

At the beginning of combat on your turn, each player mills three cards.

Minion's Return Black (3)
Enchantment — Aura
Flash

Enchant creature
When enchanted creature dies, return that card to the battlefield under your control.

Mirari's Wake GreenWhite (5)
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.

Mire's Grasp Black (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets -3/-3.

Mirror March Red (6)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Mirrormade BlueBlue (3)
Enchantment
You may have Mirrormade enter the battlefield as a copy of any artifact or enchantment on the battlefield.
Mischievous Chimera BlueRed (2)
Enchantment Creature — Chimera (2/2)
Flying

Whenever you cast your first spell during each opponent's turn, Mischievous Chimera deals 1 damage to each opponent. Scry 1.

Mogis's Favor Black (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/-1.
Escape—Black, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Moldervine Reclamation BlackGreen (5)
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
Mystic Subdual Blue (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)

Naiad of Hidden Coves Blue (3)
Enchantment Creature — Nymph (2/3)
As long as it's not your turn, spells you cast cost less to cast.
Narcolepsy Blue (2)
Enchantment — Aura
Enchant creature

At the beginning of each upkeep, if enchanted creature is untapped, tap it.

Navigator's Ruin Blue (3)
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
New Horizons Green (3)
Enchantment — Aura
Enchant land

When New Horizons enters the battlefield, put a +1/+1 counter on target creature you control.
Enchanted land has "Tap: Add two mana of any one color."

Nightmare Shepherd BlackBlack (4)
Enchantment Creature — Demon (4/4)
Flying

Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.

Nine Lives WhiteWhite (3)
Enchantment
Hexproof

If a source would deal damage to you, prevent that damage and put an incarnation counter on Nine Lives.
When there are nine or more incarnation counters on Nine Lives, exile it.
When Nine Lives leaves the battlefield, you lose the game.

Nylea, Keen-Eyed Green (4)
Legendary Enchantment Creature — God (5/6)
Indestructible

As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
Green: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.

Nylea's Forerunner Green (5)
Enchantment Creature — Beast (5/3)
Trample

Other creatures you control have trample.

Nyx Herald Green (3)
Enchantment Creature — Centaur Shaman (2/3)
At the beginning of combat on your turn, target enchanted creature or enchantment creature you control gets +1/+1 and gains trample until end of turn.
Nyxbloom Ancient GreenGreenGreen (7)
Enchantment Creature — Elemental (5/5)
Trample

If you tap a permanent for mana, it produces three times as much of that mana instead.

Nyxborn Brute RedRed (5)
Enchantment Creature — Cyclops (7/3)
Nyxborn Colossus GreenGreenGreen (6)
Enchantment Creature — Giant (6/7)
Nyxborn Courser WhiteWhite (3)
Enchantment Creature — Centaur Scout (2/4)
Nyxborn Marauder BlackBlack (4)
Enchantment Creature — Minotaur (4/3)
Nyxborn Seaguard BlueBlue (4)
Enchantment Creature — Merfolk Soldier (2/5)
Nyx-Fleece Ram White (2)
Enchantment Creature — Sheep (0/5)
At the beginning of your upkeep, you gain 1 life.
Oakenform Green (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3.

Oath of Kaya WhiteBlack (3)
Legendary Enchantment
When Oath of Kaya enters the battlefield, it deals 3 damage to any target and you gain 3 life.

Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.

Oath of Teferi WhiteBlue (5)
Legendary Enchantment
When Oath of Teferi enters the battlefield, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step.

You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.

Offspring's Revenge RedWhiteBlack (5)
Enchantment
At the beginning of combat on your turn, exile target red, white, or black creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1. It gains haste until your next turn.
Omen of the Dead Black (1)
Enchantment
Flash

When Omen of the Dead enters the battlefield, return target creature card from your graveyard to your hand.
Black, Sacrifice Omen of the Dead: Scry 2.

Omen of the Forge Red (2)
Enchantment
Flash

When Omen of the Forge enters the battlefield, it deals 2 damage to any target.
Red, Sacrifice Omen of the Forge: Scry 2.

Omen of the Hunt Green (3)
Enchantment
Flash

When Omen of the Hunt enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Green, Sacrifice Omen of the Hunt: Scry 2.

Omen of the Sea Blue (2)
Enchantment
Flash

When Omen of the Sea enters the battlefield, scry 2, then draw a card.
Blue, Sacrifice Omen of the Sea: Scry 2.

Omen of the Sun White (3)
Enchantment
Flash

When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
White, Sacrifice Omen of the Sun: Scry 2.

Ominous Seas Blue (2)
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.
Cycling (, Discard this card: Draw a card.)

Omniscience BlueBlueBlue (10)
Enchantment
You may cast spells from your hand without paying their mana costs.
On Serra's Wings White (4)
Legendary Enchantment — Aura
Enchant creature

Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.

One with the Stars Blue (4)
Enchantment — Aura
Enchant creature or enchantment

Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)

One With the Wind Blue (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.

Open the Graves BlackBlack (5)
Enchantment
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
Oread of Mountain's Blaze Red (2)
Enchantment Creature — Nymph (1/3)
Red, Discard a card: Draw a card.
Outlaws' Merriment RedWhiteWhite (4)
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.

• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters the battlefield, it deals 1 damage to any target."

Pacifism White (2)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.

Parasitic Implant Black (4)
Enchantment — Aura
Enchant creature

At the beginning of your upkeep, enchanted creature's controller sacrifices it and you create a 1/1 colorless Myr artifact creature token.

Path of Bravery White (3)
Enchantment
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.

Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.

Path of Discovery Green (4)
Enchantment
Whenever a creature enters the battlefield under your control, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Path of Mettle RedWhite (2)
Legendary Enchantment
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.

Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.

Patient Rebuilding BlueBlue (5)
Enchantment
At the beginning of your upkeep, target opponent mills three cards, then you draw a card for each land card put into their graveyard this way.
Phyrexian Arena BlackBlack (3)
Enchantment
At the beginning of your upkeep, you draw a card and you lose 1 life.
Phyrexian Reclamation Black (1)
Enchantment
Black, Pay 2 life: Return target creature card from your graveyard to your hand.
Phyrexian Scriptures BlackBlack (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.

Pious Interdiction White (4)
Enchantment — Aura
Enchant creature

When Pious Interdiction enters the battlefield, you gain 2 life.
Enchanted creature can't attack or block.

Precognition Field Blue (4)
Enchantment
You may look at the top card of your library any time.

You may cast instant and sorcery spells from the top of your library.
: Exile the top card of your library.

Presence of Gond Green (3)
Enchantment — Aura
Enchant creature

Enchanted creature has "Tap: Create a 1/1 green Elf Warrior creature token."

Primal Empathy GreenBlue (3)
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Primeval Bounty Green (6)
Enchantment
Whenever you cast a creature spell, create a 3/3 green Beast creature token.

Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Whenever a land enters the battlefield under your control, you gain 3 life.

Prison Realm White (3)
Enchantment
When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.

When Prison Realm enters the battlefield, scry 1.

Prodigious Growth GreenGreen (6)
Enchantment — Aura
Enchant creature

Enchanted creature gets +7/+7 and has trample.

Profane Procession WhiteBlack (3)
Legendary Enchantment
WhiteBlack: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
Psychic Corrosion Blue (3)
Enchantment
Whenever you draw a card, each opponent mills two cards.
Purphoros, Bronze-Blooded Red (5)
Legendary Enchantment Creature — God (7/6)
Indestructible

As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
Red: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.

Radiant Destiny White (3)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

Raiders' Wake Black (4)
Enchantment
Whenever an opponent discards a card, that player loses 2 life.

Raid — At the beginning of your end step, if you attacked this turn, target opponent discards a card.

Reconnaissance Mission BlueBlue (4)
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.

Cycling (, Discard this card: Draw a card.)

Renata, Called to the Hunt GreenGreen (4)
Legendary Enchantment Creature — Demigod (*/3)
Renata's power is equal to your devotion to green. (Each Green in the mana costs of permanents you control counts toward your devotion to green.)

Each other creature you control enters the battlefield with an additional +1/+1 counter on it.

Reptilian Reflection Red (3)
Enchantment
Whenever you cycle a card, you may have Reptilian Reflection become a 5/4 Dinosaur creature with trample and haste in addition to its other types until end of turn.
Revel in Riches Black (5)
Enchantment
Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

At the beginning of your upkeep, if you control ten or more Treasures, you win the game.

Revenge of Ravens Black (4)
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life and you gain 1 life.
Rhythm of the Wild RedGreen (3)
Enchantment
Creature spells you control can't be countered.

Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)

Riddleform Blue (2)
Enchantment
Whenever you cast a noncreature spell, you may have Riddleform become a 3/3 Sphinx creature with flying in addition to its other types until end of turn.

Blue: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Rite of Belzenlok BlackBlack (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Create two 0/1 black Cleric creature tokens.
III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this creature deals 6 damage to you."

River's Favor Blue (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1.

Rousing Read Blue (3)
Enchantment — Aura
Enchant creature

When Rousing Read enters the battlefield, draw two cards, then discard a card.
Enchanted creature gets +1/+1 and has flying.

Rule of Law White (3)
Enchantment
Each player can't cast more than one spell each turn.
Runed Halo WhiteWhite (2)
Enchantment
As Runed Halo enters the battlefield, choose a card name.

You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

Sanctuary Lockdown White (3)
Enchantment
Humans you control get +1/+1.

, Tap two untapped Humans you control: Tap target creature an opponent controls.

Sanctum of All WhiteBlueBlackRedGreen (5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle it.

If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.

Sanctum of Calm Waters Blue (4)
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Sanctum of Fruitful Harvest Green (3)
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, add X mana of any one color, where X is the number of Shrines you control.
Sanctum of Shattered Heights Red (3)
Legendary Enchantment — Shrine
, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
Sanctum of Stone Fangs Black (2)
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Sanctum of Tranquil Light White (1)
Legendary Enchantment — Shrine
White: Tap target creature. This ability costs less to activate for each Shrine you control.
Sarkhan's Unsealing Red (4)
Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, Sarkhan's Unsealing deals 4 damage to any target.

Whenever you cast a creature spell with power 7 or greater, Sarkhan's Unsealing deals 4 damage to each opponent and each creature and planeswalker they control.

Sea Legs Blue (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.

Seal Away White (2)
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.

Search for Azcanta Blue (2)
Legendary Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta.
Season of Growth Green (2)
Enchantment
Whenever a creature enters the battlefield under your control, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Whenever you cast a spell that targets a creature you control, draw a card.

See Red Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+1 and has first strike.
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.

Sentinel's Eyes White (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has vigilance.
Escape—White, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Sentinel's Mark White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
Addendum — When Sentinel's Mark enters the battlefield, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.

Serpent of Yawning Depths BlueBlue (6)
Enchantment Creature — Serpent (6/6)
Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.
Setessan Training Green (2)
Enchantment — Aura
Enchant creature you control

When Setessan Training enters the battlefield, draw a card.
Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Shapers' Sanctuary Green (1)
Enchantment
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Shark Typhoon Blue (6)
Enchantment
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's converted mana cost.

Cycling Blue (Blue, Discard this card: Draw a card.)
When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying.

Shimmerwing Chimera Blue (4)
Enchantment Creature — Chimera (3/2)
Flying

At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.

Sigil of the Empty Throne WhiteWhite (5)
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Simic Ascendancy GreenBlue (2)
Enchantment
GreenBlue: Put a +1/+1 counter on target creature you control.

Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.
At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.

Skola Grovedancer Green (2)
Enchantment Creature — Satyr Druid (2/2)
Whenever a land card is put into your graveyard from anywhere, you gain 1 life.

Green: Mill a card.

Sky Tether White (1)
Enchantment — Aura
Enchant creature

Enchanted creature has defender and loses flying.

Sleep Paralysis Blue (4)
Enchantment — Aura
Enchant creature

When Sleep Paralysis enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Slimebind Blue (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -4/-0.

Smothering Tithe White (4)
Enchantment
Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
So Tiny Blue (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -2/-0. It gets -6/-0 instead as long as its controller has seven or more cards in their graveyard.

Solid Footing White (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.

Song of Creation GreenBlueRed (4)
Enchantment
You may play an additional land on each of your turns.

Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.

Song of Freyalise Green (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Until your next turn, creatures you control gain "Tap: Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.

Soulreaper of Mogis Black (3)
Enchantment Creature — Minotaur Shaman (2/3)
Black, Sacrifice a creature: Draw a card.
Squire's Devotion White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink.
When Squire's Devotion enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

Stab Wound Black (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.

Staggering Insight WhiteBlue (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."

Starlit Mantle Blue (2)
Enchantment — Aura
Flash

Enchant creature you control
When Starlit Mantle enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.

Stinging Lionfish Blue (2)
Enchantment Creature — Fish (2/1)
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Storm the Vault BlueRed (4)
Legendary Enchantment
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.

Street Riot Red (5)
Enchantment
As long as it's your turn, creatures you control get +1/+0 and have trample.
Sunbird's Invocation Red (6)
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's converted mana cost. You may cast a spell with converted mana cost X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Swashbuckling Red (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and has haste.

Tall as a Beanstalk Green (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3, has reach, and is a Giant in addition to its other types.

Talons of Wildwood Green (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Green: Return Talons of Wildwood from your graveyard to your hand.

Tectonic Reformation Red (2)
Enchantment
Each land card in your hand has cycling Red.

Cycling (, Discard this card: Draw a card.)

Teferi's Ageless Insight BlueBlue (4)
Legendary Enchantment
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Teferi's Tutelage Blue (3)
Enchantment
When Teferi's Tutelage enters the battlefield, 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.)

Tempered Steel WhiteWhite (3)
Enchantment
Artifact creatures you control get +2/+2.
Thassa, Deep-Dwelling Blue (4)
Legendary Enchantment Creature — God (6/5)
Indestructible

As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
Blue: Tap another target creature.

The Akroan War Red (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Gain control of target creature for as long as The Akroan War remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.

The Antiquities War Blue (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

The Binding of the Titans Green (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.

The Birth of Meletis White (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle your library.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.

The Eldest Reborn Black (5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.

The First Eruption Red (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — The First Eruption deals 1 damage to each creature without flying.
II — Add RedRed.
III — Sacrifice a Mountain. If you do, The First Eruption deals 3 damage to each creature.

The First Iroan Games Green (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")

The Flame of Keld Red (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.

The Mending of Dominaria GreenGreen (5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.

The Mirari Conjecture Blue (5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

The Triumph of Anax Red (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on The Triumph of Anax.
IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)

Theater of Horrors BlackRed (3)
Enchantment
At the beginning of your upkeep, exile the top card of your library.

During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors.
Red: Theater of Horrors deals 1 damage to target opponent or planeswalker.

Thousand-Year Storm BlueRed (6)
Enchantment
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Tilonalli's Crown Red (2)
Enchantment — Aura
Enchant creature

When Tilonalli's Crown enters the battlefield, it deals 1 damage to enchanted creature.
Enchanted creature gets +3/+0 and has trample.

Time of Ice Blue (4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.

Titans' Nest BlackGreenBlue (4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard.

Exile a card from your graveyard: Add . Spend this mana only to cast a colored spell without in its mana cost.

Trail of Crumbs Green (2)
Enchantment
When Trail of Crumbs enters the battlefield, create a Food token. (It's an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")

Whenever you sacrifice a Food, you may pay . If you do, look at the top two cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Transcendent Envoy White (2)
Enchantment Creature — Griffin (1/2)
Flying

Aura spells you cast cost less to cast.

Trapped in the Tower White (2)
Enchantment — Aura
Enchant creature without flying

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Treacherous Blessing Black (3)
Enchantment
When Treacherous Blessing enters the battlefield, draw three cards.

Whenever you cast a spell, you lose 1 life.
When Treacherous Blessing becomes the target of a spell or ability, sacrifice it.

Triumph of Gerrard White (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.

Trove of Temptation Red (4)
Enchantment
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able.

At the beginning of your end step, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

Tymaret Calls the Dead Black (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Mill three cards. Then you may exile a creature or enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
III — You gain X life and scry X, where X is the number of Zombies you control.

Tymaret, Chosen from Death BlackBlack (2)
Legendary Enchantment Creature — Demigod (2/*)
Tymaret's toughness is equal to your devotion to black. (Each Black in the mana costs of permanents you control counts toward your devotion to black.)

Black: Exile up to two target cards from graveyards. You gain 1 life for each creature card exiled this way.

Underworld Breach Red (2)
Enchantment
Each nonland 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.)

At the beginning of the end step, sacrifice Underworld Breach.

Underworld Dreams BlackBlackBlack (3)
Enchantment
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to that player.
Unholy Indenture Black (3)
Enchantment — Aura
Enchant creature

When enchanted creature dies, return that card to the battlefield under your control with a +1/+1 counter on it.

Unpredictable Cyclone RedRed (5)
Enchantment
If a cycling ability of another nonland card would cause you to draw a card, instead exile cards from the top of your library until you exile a card that shares a card type with the cycled card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of your library in a random order.

Cycling (, Discard this card: Draw a card.)

Urban Utopia Green (2)
Enchantment — Aura
Enchant land

When Urban Utopia enters the battlefield, draw a card.
Enchanted land has "Tap: Add one mana of any color."

Vance's Blasting Cannons Red (4)
Legendary Enchantment
At the beginning of your upkeep, exile the top card of your library. If it's a nonland card, you may cast that card this turn.

Whenever you cast your third spell in a turn, you may transform Vance's Blasting Cannons.

Vastwood Zendikon Green (5)
Enchantment — Aura
Enchant land

Enchanted land is a 6/4 green Elemental creature. It's still a land.
When enchanted land dies, return that card to its owner's hand.

Verdant Embrace GreenGreen (5)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, create a 1/1 green Saproling creature token."

Verity Circle Blue (3)
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.

Blue: Tap target creature without flying.

Virulent Plague Black (3)
Enchantment
Creature tokens get -2/-2.
Warbriar Blessing Green (2)
Enchantment — Aura
Enchant creature you control

When Warbriar Blessing enters the battlefield, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2.

Waste Not Black (2)
Enchantment
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token.

Whenever an opponent discards a land card, add BlackBlack.
Whenever an opponent discards a noncreature, nonland card, draw a card.

Waterknot BlueBlue (3)
Enchantment — Aura
Enchant creature

When Waterknot enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Wavebreak Hippocamp Blue (3)
Enchantment Creature — Horse Fish (2/2)
Whenever you cast your first spell during each opponent's turn, draw a card.
Weaponize the Monsters Red (1)
Enchantment
, Sacrifice a creature: Weaponize the Monsters deals 2 damage to any target.
Whirlwind of Thought BlueRedWhite (4)
Enchantment
Whenever you cast a noncreature spell, draw a card.
Wilderness Reclamation Green (4)
Enchantment
At the beginning of your end step, untap all lands you control.
Witness of Tomorrows Blue (5)
Enchantment Creature — Sphinx (3/4)
Flying

Blue: Scry 1.

Wolfkin Bond Green (5)
Enchantment — Aura
Enchant creature

When Wolfkin Bond enters the battlefield, create a 2/2 green Wolf creature token.
Enchanted creature gets +2/+2.

Wolfwillow Haven Green (2)
Enchantment — Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional Green.
Green, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate this ability only during your turn.

Zendikar's Roil GreenGreen (5)
Enchantment
Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
Zephyr Charge Blue (2)
Enchantment
Blue: Target creature gains flying until end of turn.
Zombie Infestation Black (2)
Enchantment
Discard two cards: Create a 2/2 black Zombie creature token.