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When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
{T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
Creature and enchantment spells you control can't be countered.
{3}{G}: 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.
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
Flying
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flying, lifelink
Each legendary permanent you control has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast your first enchantment spell each turn, create a 2/2 white Nymph enchantment creature token.
At the beginning of each combat, if you control five or more enchantments, Psemilla gets +4/+4 and gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on this creature.
When this creature dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on this creature.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Flying, lifelink
This creature can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
{1}, {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{3}, {T}, Sacrifice this artifact: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
{2}{U}: Level 2
When this Class becomes level 2, draw two cards.
{2}{U}: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card.
Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
If this card 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.
Enchant creature
You control enchanted creature.
Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Devoid (This card has no color.)
Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.