Double AgentUU
Enchantment - Aura
Enchant Permanent
Whenever a triggered ability of enchanted permanent would trigger you make all choices involved in that ability.
Crossplanar Army :1mana::symg::symw::symw::symu:
Creature - Construct Elf human griffin homarid
Protection from colorless, black, and red.
All eldrazi spells cost 4 more to play
All creatures lose all annihilator abilities
2/2
Instant
Target land becomes a basic land of the type of your choice until end of turn. Draw a card.
Enchantment
Players can not target cards they do now own.
Snow Enchantment
Double all damage dealt to creatures.
Cold only makes war worse
Next: Enchantment Creature
Enchantment
Prevent all damage dealt by instants and sorceries.
Creature - Centaur Merfolk
Trample, Islandwalk
6/4
Next - Prism Samurai
Enchantment
Abilities your opponent controls can not target permanents you control.
Enchantment
Creatures with haste cost WURGB less to play.
Each player sacrifices all creatures with haste at the end of each turn.
Enchantment
Creatures lose and can not have creature types.
Sorcery
Destroy all creatures with protection abilities, they can not be regenerated.
Enchantment - Aura
Enchant Permanent
Whenever a triggered ability of enchanted permanent would trigger you make all choices involved in that ability.
Is there a better way to word that?
Enchantment
Creatures you own have protection from auras you don't own.
Enchantment
Whenever a player has priority they gain control of all permanents they control.
Enchantment
All cards in all zones can not lose or gain abilities.
Crossplanar Army :1mana::symg::symw::symw::symu:
Creature - Construct Elf human griffin homarid
Protection from colorless, black, and red.
All eldrazi spells cost 4 more to play
All creatures lose all annihilator abilities
2/2
Next - Ninja Homarid
Artifact
Flash
All cards in all zones lose affinity, cascade, and storm.