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--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{2}{G}
Choke
Enchantment
Islands don't untap during their controllers' untap steps.
{2}{G}
Choke
Enchantment
Islands don't untap during their controllers' untap steps.
{2}{G}
Choke
Enchantment
Islands don't untap during their controllers' untap steps.
{1}{U}
Convincing Mirage
Enchantment - Aura
Enchant land

As Convincing Mirage enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.
{1}{U}
Convincing Mirage
Enchantment - Aura
Enchant land

As Convincing Mirage enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.
{1}{U}
Convincing Mirage
Enchantment - Aura
Enchant land

As Convincing Mirage enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.
{1}{U}
Convincing Mirage
Enchantment - Aura
Enchant land

As Convincing Mirage enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}{W}
Leyline of Sanctity
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.)
{2}{W}{W}
Leyline of Sanctity
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.)
{2}{W}{W}
Leyline of Sanctity
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.)
{2}{W}{W}
Leyline of Sanctity
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.)
{W}
Porphyry Nodes
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures on the battlefield, sacrifice Porphyry Nodes.
{W}
Porphyry Nodes
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures on the battlefield, sacrifice Porphyry Nodes.
{G}
Root Maze
Enchantment
Artifacts and lands enter the battlefield tapped.
{G}
Root Maze
Enchantment
Artifacts and lands enter the battlefield tapped.
{G}
Root Maze
Enchantment
Artifacts and lands enter the battlefield tapped.
{U}
Sea's Claim
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

Enchanted land is an Island.
{U}
Sea's Claim
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

Enchanted land is an Island.
{U}
Sea's Claim
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

Enchanted land is an Island.
{U}
Sea's Claim
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

Enchanted land is an Island.
--
Seachrome Coast
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {W} or {U}.
--
Seachrome Coast
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {W} or {U}.
--
Seachrome Coast
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {W} or {U}.
--
Seachrome Coast
Land
Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {W} or {U}.
{3}{W}{W}
Sigil of the Empty Throne
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
{4}{W}
Sphere of Safety
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
{4}{W}
Sphere of Safety
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
{1}{U}
Spreading Seas
Enchantment - Aura
Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.
{1}{U}
Spreading Seas
Enchantment - Aura
Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.
{1}{U}
Spreading Seas
Enchantment - Aura
Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.
{1}{U}
Spreading Seas
Enchantment - Aura
Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment enters the battlefield, scry 1.

{T}: Add {W} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Temple of Plenty
Land
Temple of Plenty enters the battlefield tapped.

When Temple of Plenty enters the battlefield, scry 1.

{T}: Add {G} or {W}.
--
Temple of Plenty
Land
Temple of Plenty enters the battlefield tapped.

When Temple of Plenty enters the battlefield, scry 1.

{T}: Add {G} or {W}.
--
Temple of Plenty
Land
Temple of Plenty enters the battlefield tapped.

When Temple of Plenty enters the battlefield, scry 1.

{T}: Add {G} or {W}.
--
Temple of Plenty
Land
Temple of Plenty enters the battlefield tapped.

When Temple of Plenty enters the battlefield, scry 1.

{T}: Add {G} or {W}.
--
Yavimaya Coast
Land
{T}: Add {C}.

{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.
--
Yavimaya Coast
Land
{T}: Add {C}.

{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.
--
Yavimaya Coast
Land
{T}: Add {C}.

{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.

{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{W}
Porphyry Nodes
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures on the battlefield, sacrifice Porphyry Nodes.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Stony Silence
Enchantment
Activated abilities of artifacts can't be activated.
{1}{W}
Stony Silence
Enchantment
Activated abilities of artifacts can't be activated.
{1}{W}
Stony Silence
Enchantment
Activated abilities of artifacts can't be activated.
{1}{W}
Stony Silence
Enchantment
Activated abilities of artifacts can't be activated.
{1}{W}
Suppression Field
Enchantment
Activated abilities cost {2} more to activate unless they're mana abilities.
{1}{W}
Suppression Field
Enchantment
Activated abilities cost {2} more to activate unless they're mana abilities.
{1}{W}
Suppression Field
Enchantment
Activated abilities cost {2} more to activate unless they're mana abilities.
{2}
Torpor Orb
Artifact
Creatures entering the battlefield don't cause abilities to trigger.
{2}
Torpor Orb
Artifact
Creatures entering the battlefield don't cause abilities to trigger.
{2}
Torpor Orb
Artifact
Creatures entering the battlefield don't cause abilities to trigger.