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{1}{W}
Absolute Grace
Enchantment
All creatures have protection from black.
{1}{W}
Absolute Law
Enchantment
All creatures have protection from red.
{2}{W}
Acclaimed Contender
Creature - Human Knight
When Acclaimed Contender enters the battlefield, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3 / 3
{1}{W}
Angelic Gift
Enchantment - Aura
Enchant creature

When Angelic Gift enters the battlefield, draw a card.

Enchanted creature has flying.
{3}{W}
Armored Skyhunter
Creature - Cat Knight
Flying

Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
3 / 3
{3}{G}{G}
Asceticism
Enchantment
Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)

{1}{G}: Regenerate target creature.
{G}
Audacity
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Audacity is put into a graveyard from the battlefield, draw a card.
{1}{G}{W}
Aura Shards
Enchantment
Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.
{2}{G}
Beastmaster's Magemark
Enchantment - Aura
Enchant creature

Creatures you control that are enchanted get +1/+1.

Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
--
Boseiju, Who Endures
Legendary Land
{T}: Add {G}.

Channel -- {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.
--
Bountiful Promenade
Land
Bountiful Promenade enters the battlefield tapped unless you have two or more opponents.

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

{T}: Add {G} or {W}. Brushland deals 1 damage to you.
--
Canopy Vista
Land - Forest Plains
({T}: Add {G} or {W}.)

Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
{2}{G}
Cartouche of Strength
Enchantment - Aura Cartouche
Enchant creature you control

When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.)

Enchanted creature gets +1/+1 and has trample.
--
Castle Garenbrig
Land
Castle Garenbrig enters the battlefield tapped unless you control a Forest.

{T}: Add {G}.

{2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
{1}{W}
Chivalric Alliance
Enchantment
Whenever you attack with two or more creatures, draw a card.

{2}, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.
{1}{G}{W}
Citadel Castellan
Creature - Human Knight
Vigilance (Attacking doesn't cause this creature to tap.)

Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
2 / 3
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{1}{G}
Cryptolith Rite
Enchantment
Creatures you control have "{T}: Add one mana of any color."
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{4}{W}
Danitha, Benalia's Hope
Legendary Creature - Human Knight
First strike, vigilance, lifelink

When Danitha, Benalia's Hope enters the battlefield, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
4 / 4
{1}{G}{W}
Danitha, New Benalia's Light
Legendary Creature - Human Knight
Vigilance, trample, lifelink

Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
2 / 2
{W}{W}
Daybreak Coronet
Enchantment - Aura
Enchant creature with another Aura attached to it

Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
{2}{G}{W}
Ellivere of the Wild Court
Legendary Creature - Human Knight
Whenever Ellivere of the Wild Court enters the battlefield or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)

Whenever an enchanted creature you control deals combat damage to a player, draw a card.
4 / 4
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
{2}{W}
Face of Divinity
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.
{1}{G}
Fall of Gil-galad
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Scry 2.

II -- Put two +1/+1 counters on target creature you control.

III -- Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
{1}{G}
Fertile Ground
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{G}
Font of Fertility
Enchantment
{1}{G}, Sacrifice Font of Fertility: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Fortified Village
Land
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.

{T}: Add {G} or {W}.
{2}{W}
Gryff Rider
Creature - Human Knight
Flying

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
2 / 1
{W}
Gryff's Boon
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and has flying.

{3}{W}: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
{1}{W}{W}
Guardian of Faith
Creature - Spirit Knight
Flash

Vigilance

When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
3 / 2
--
Hall of Heliod's Generosity
Legendary Land
{T}: Add {C}.

{1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
{1}{W}{W}
History of Benalia
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.
{2}{W}
Holy Avenger
Artifact - Equipment
Equipped creature has double strike.

Whenever equipped creature deals combat damage, you may put an Aura card from your hand onto the battlefield attached to it.

Equip {2}{W}
--
Horizon Canopy
Land
{T}, Pay 1 life: Add {G} or {W}.

{1}, {T}, Sacrifice Horizon Canopy: Draw a card.
{W}
Hyena Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has first strike.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{G}{G}
In Search of Greatness
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the highest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
{3}{W}
Kinsbaile Cavalier
Creature - Kithkin Knight
Knight creatures you control have double strike.
2 / 2
{1}{W}{W}
Knight Exemplar
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
2 / 2
{1}{G}{W}
Knight of Autumn
Creature - Dryad Knight
When Knight of Autumn enters the battlefield, choose one --

• Put two +1/+1 counters on Knight of Autumn.

• Destroy target artifact or enchantment.

• You gain 4 life.
2 / 1
{W}{W}
Knight of the White Orchid
Creature - Human Knight
First strike

When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
2 / 2
{3}{W}{W}
Mantle of the Ancients
Enchantment - Aura
Enchant creature you control

When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.

Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
{1}{G}
Mark of Sakiko
Enchantment - Aura
Enchant creature

Enchanted creature has "Whenever this creature deals combat damage to a player, add that much {G}. Until end of turn, you don't lose this mana as steps and phases end."
--
Minas Tirith
Legendary Land
Minas Tirith enters the battlefield tapped unless you control a legendary creature.

{T}: Add {W}.

{1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{2}{G}
Oath of the Ancient Wood
Enchantment
Whenever Oath of the Ancient Wood or another enchantment enters the battlefield under your control, you may put a +1/+1 counter on target creature.
{G}
One with Nature
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{G}
Ordeal of Nylea
Enchantment - Aura
Enchant creature

Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Nylea.

When you sacrifice Ordeal of Nylea, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
--
Overgrown Farmland
Land
Overgrown Farmland enters the battlefield tapped unless you control two or more other lands.

{T}: Add {G} or {W}.
{2}{G}
Overgrowth
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional {G}{G}.
{2}
Pearl Medallion
Artifact
White spells you cast cost {1} less to cast.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plaza of Heroes
Land
{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.

{T}: Add one mana of any color among legendary permanents you control.

{3}, {T}, Exile Plaza of Heroes: Target legendary creature gains hexproof and indestructible until end of turn.
{2}{G/W}{G/W}{G/W}
Privileged Position
Enchantment
({G/W} can be paid with either {G} or {W}.)

Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
{G}
Rancor
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{1}{G}
Rune of Might
Enchantment - Aura Rune
Enchant permanent

When Rune of Might enters the battlefield, draw a card.

As long as enchanted permanent is a creature, it gets +1/+1 and has trample.

As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
--
Scattered Groves
Land - Forest Plains
({T}: Add {G} or {W}.)

Scattered Groves enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{G}
Season of Growth
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.
--
Selesnya Sanctuary
Land
Selesnya Sanctuary enters the battlefield tapped.

When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{W}.
{1}{G}
Setessan Training
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.)
{2}{G/W}
Shield of the Oversoul
Enchantment - Aura
Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

As long as enchanted creature is white, it gets +1/+1 and has flying.
{1}{W}{W}
Silverblade Paladin
Creature - Human Knight
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Silverblade Paladin is paired with another creature, both creatures have double strike.
2 / 2
{1}{W}
Skyblade's Boon
Enchantment - Aura
Enchant creature

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

{2}{W}: Return Skyblade's Boon to its owner's hand. Activate only if Skyblade's Boon is on the battlefield or in your graveyard.
{1}{W}{W}
Skyhunter Skirmisher
Creature - Cat Knight
Flying, double strike
1 / 1
{2}{W}
Skyhunter Strike Force
Creature - Cat Knight
Flying

Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)

Lieutenant -- As long as you control your commander, other creatures you control have melee.
2 / 2
{2}{G}
Snake Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{1}{G}
Song of Freyalise
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 "{T}: 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.
{G}
Spider Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.)

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{4}{W}
Starfield of Nyx
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.

As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
{G}{W}
Steward of Valeron
Creature - Human Druid Knight
Vigilance

{T}: Add {G}.
2 / 2
--
Sungrass Prairie
Land
{1}, {T}: Add {G}{W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
{1}{G}
Talons of Wildwood
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.)

{2}{G}: Return Talons of Wildwood from your graveyard to your hand.
--
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.
{1}{W}
The Birth of Meletis
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.

II -- Create a 0/4 colorless Wall artifact creature token with defender.

III -- You gain 2 life.
{W}{W}
Together Forever
Enchantment
When Together Forever enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two target creatures.)

{1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
{2}{G}
Treefolk Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{G}
Utopia Sprawl
Enchantment - Aura
Enchant Forest

As Utopia Sprawl enters the battlefield, choose a color.

Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
{1}{G}
Warbriar Blessing
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.
{G/W}{G/W}
Wheel of Sun and Moon
Enchantment - Aura
Enchant player

If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
{G}
Wild Growth
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{1}{W}{W}
Wingsteed Rider
Creature - Human Knight
Flying

Heroic -- Whenever you cast a spell that targets Wingsteed Rider, put a +1/+1 counter on Wingsteed Rider.
2 / 2
{1}{G}
Wolfwillow Haven
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional {G}.

{4}{G}, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
--
Wooded Bastion
Land
{T}: Add {C}.

{G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.
--
Yavimaya, Cradle of Growth
Legendary Land
Each land is a Forest in addition to its other land types.

{4}{G}
Agatha's Champion
Creature - Human Knight
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)

Trample

When Agatha's Champion enters the battlefield, if it was bargained, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
4 / 4
{2}{W}{W}
Angelic Destiny
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.

When enchanted creature dies, return Angelic Destiny to its owner's hand.
{1}{W}
Angelic Renewal
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
{1}{G}{W}
Armadillo Cloak
Enchantment - Aura
Enchant creature

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

Whenever enchanted creature deals damage, you gain that much life.
{1}{W}{W}
Aura of Silence
Enchantment
Artifact and enchantment spells your opponents cast cost {2} more to cast.

Sacrifice Aura of Silence: Destroy target artifact or enchantment.
{3}{W}
Basri's Lieutenant
Creature - Human Knight
Vigilance, protection from multicolored

When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control.

Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
3 / 4
{2}{W}{W}
Battle Angels of Tyr
Creature - Angel Knight
Flying, myriad

Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
4 / 4
{2}{W}
Battle Mastery
Enchantment - Aura
Enchant creature

Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
{2}{G}{G}
Bear Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{1}{W}
Blind Obedience
Enchantment
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)

Artifacts and creatures your opponents control enter the battlefield tapped.
{2}{G}
Boar Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{2}{G}
Careful Cultivation
Enchantment - Aura
Enchant artifact or creature

As long as enchanted permanent is a creature, it gets +1/+3 and has reach and "{T}: Add {G}{G}."

Channel -- {1}{G}, Discard Careful Cultivation: Create a 1/1 green Human Monk creature token with "{T}: Add {G}."
{2}{W}{W}{W}
Cavalier of Dawn
Creature - Elemental Knight
Vigilance

When Cavalier of Dawn enters the battlefield, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.

When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.
4 / 6
{1}{W}{W}
Chieftain en-Dal
Creature - Human Knight
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.
2 / 2
{G}{G}{W}{W}
Conclave Cavalier
Creature - Centaur Knight
Vigilance

When Conclave Cavalier dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
4 / 4
{1}{W}
Crown of Awe
Enchantment - Aura
Enchant creature

Enchanted creature has protection from black and from red.

Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
{1}{G}
Crown of Vigor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
{W}
Deafening Silence
Enchantment
Each player can't cast more than one noncreature spell each turn.
{3}{G}
Defense of the Heart
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
{3}
Diamond Knight
Artifact Creature - Knight
Vigilance (Attacking doesn't cause this creature to tap.)

As Diamond Knight enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight.
1 / 1
{G}
Diligent Farmhand
Creature - Human Druid
{1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

If Diligent Farmhand is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst.
1 / 1
{2}{G}{G}
Elemental Resonance
Enchantment - Aura
Enchant permanent

At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
{3}{W}{W}
Elspeth Conquers Death
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 mana value 3 or greater.

II -- Noncreature spells your opponents cast cost {2} 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.
{1}{G}{W}
Fall of the Impostor
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 up to one target creature.

III -- Exile a creature with the greatest power among creatures target opponent controls.
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{1}{W}{W}
Fiendslayer Paladin
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Fiendslayer Paladin can't be the target of black or red spells your opponents control.
2 / 2
{2}{G}
Fight Rigging
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
{1}{W}
Folk Hero
Legendary Enchantment - Background
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
{3}{W}
Gallant Cavalry
Creature - Human Knight
Vigilance (Attacking doesn't cause this creature to tap.)

When Gallant Cavalry enters the battlefield, create a 2/2 white Knight creature token with vigilance.
2 / 2
{2}{G}
Garruk's Uprising
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.
{2}{W}
Gift of Immortality
Enchantment - Aura
Enchant creature

When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.
{2}{G}
Growing Rites of Itlimoc
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.
--
Itlimoc, Cradle of the Sun
Legendary Land

(Transforms from Growing Rites of Itlimoc.)

{T}: Add {G}.

{T}: Add {G} for each creature you control.
{2}{G}
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.

Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
{2}{G}{W}
Heron's Grace Champion
Creature - Human Knight
Flash

Lifelink

When Heron's Grace Champion enters the battlefield, other Humans you control get +1/+1 and gain lifelink until end of turn.
3 / 3
{G}{W}
Hunting Grounds
Enchantment
Threshold -- As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
{4}{G}{W}
Indrik Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{2}{W}
Invasion of Belenon
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)

When Invasion of Belenon enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.
--
Belenon War Anthem
Enchantment

Creatures you control get +1/+1.
{1}{W}
Invasion of Gobakhan
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)

When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast.
--
Lightshield Array
Enchantment

At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.

Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
{3}{W}
Knight of the New Coalition
Creature - Human Knight
Vigilance

When Knight of the New Coalition enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.
2 / 2
{1}{G}{W}
Knight of the Reliquary
Creature - Human Knight
Knight of the Reliquary gets +1/+1 for each land card in your graveyard.

{T}, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
2 / 2
{3}{W}
Kwende, Pride of Femeref
Legendary Creature - Human Knight
Double strike

Creatures you control with first strike have double strike.
2 / 2
{1}{W}
Lone Rider
Creature - Human Knight
First strike, lifelink

At the beginning of the end step, if you gained 3 or more life this turn, transform Lone Rider.
1 / 1
--
It That Rides as One
Creature - Eldrazi Horror

First strike, trample, lifelink
1 / 1
{3}{G}{W}
Mirari's Wake
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.
{1}{W}{W}
Mirran Crusader
Creature - Human Knight
Double strike, protection from black and from green
2 / 2
{2}{G}
Nature's Embrace
Enchantment - Aura
Enchant creature or land

As long as enchanted permanent is a creature, it gets +2/+2.

As long as enchanted permanent is a land, it has "{T}: Add two mana of any one color."
{1}{G}
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
{1}{W}
Open the Armory
Sorcery
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
{3}{W}
Parhelion Patrol
Creature - Human Knight
Flying, vigilance

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
2 / 3
{1}{G}
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{W}
Return Triumphant
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Create a Young Hero Role token attached to it. (Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it." If you put another Role on the creature later, put this one into the graveyard.)
{2}{G}
Rite of Passage
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
{2}{W}
Rule of Law
Enchantment
Each player can't cast more than one spell each turn.
{1}{G}
Sakura-Tribe Elder
Creature - Snake Shaman
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
1 / 1
{W}
Sigarda's Aid
Enchantment
You may cast Aura and Equipment spells as though they had flash.

Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
{2}{W}
Sigiled Sentinel
Creature - Human Knight
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)

Vigilance
2 / 2
{X}{G}
Silkguard
Instant
Put a +1/+1 counter on each of up to X target creatures you control.

Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
{5}{W}
Silverwing Squadron
Creature - Human Knight
Flying, vigilance

Silverwing Squadron's power and toughness are each equal to the number of creatures you control.

Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
* / *
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
{1}{G}
Three Visits
Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
{1}{G}{W}
Unflinching Courage
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
{2}{G}
Vow of Wildness
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
{1}{W}{W}
Werefox Bodyguard
Creature - Elf Fox Knight
Flash

When Werefox Bodyguard enters the battlefield, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield.

{1}{W}, Sacrifice Werefox Bodyguard: You gain 2 life.
2 / 2