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{2}{W}{W}
Ajani's Chosen
Creature - Cat Soldier
Whenever an enchantment enters the battlefield under your control, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
3 / 3
{1}{W}
All That Glitters
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
{2}{U}
Arcane Laboratory
Enchantment
Each player can't cast more than one spell each turn.
--
Arcane Sanctum
Land
Arcane Sanctum enters the battlefield tapped.

{T}: Add {W}, {U}, or {B}.
{2}{W}{W}
Archon of Sun's Grace
Creature - Archon
Flying, lifelink

Pegasus creatures you control have lifelink.

Constellation -- Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
3 / 4
{2}{W}
Auramancer
Creature - Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
2 / 2
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.

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

{T}: Add {W}{U}.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
--
Bad River
Land
Bad River enters the battlefield tapped.

{T}, Sacrifice Bad River: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
{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.
--
Brightclimb Pathway
Land
{T}: Add {W}.
--
Grimclimb Pathway
Land

{T}: Add {B}.
--
Clearwater Pathway
Land
{T}: Add {U}.
--
Murkwater Pathway
Land

{T}: Add {B}.
{3}{U}
Collective Restraint
Enchantment
Domain -- Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{X}{W}{U}
Dance of the Manse
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
{1}{W}
Darksteel Mutation
Enchantment - Aura
Enchant creature

Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
{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.)
{4}{W/B}{W/B}{W/B}
Debtors' Knell
Enchantment
({W/B} can be paid with either {W} or {B}.)

At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.
{6}{B}{B}
Decree of Pain
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.

Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.)

When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
{1}{W}{U}
Detention Sphere
Enchantment
When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.

When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
{2}{U}{U}
Devious Cover-Up
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.
{2}
Dimir Signet
Artifact
{1}, {T}: Add {U}{B}.
{1}{U}
Diplomatic Immunity
Enchantment - Aura
Enchant creature

Shroud (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creature has shroud.
--
Dismal Backwater
Land
Dismal Backwater enters the battlefield tapped.

When Dismal Backwater enters the battlefield, you gain 1 life.

{T}: Add {U} or {B}.
--
Drowned Catacomb
Land
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.

{T}: Add {U} or {B}.
{2}{U}
Estrid's Invocation
Enchantment
You may have Estrid's Invocation enter the battlefield as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
{1}{W}
Flickerform
Enchantment - Aura
Enchant creature

{2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
--
Flood Plain
Land
Flood Plain enters the battlefield tapped.

{T}, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
{3}{W}{U}
Fractured Identity
Sorcery
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{1}{W}{W}
Grasp of Fate
Enchantment
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)
{1}{W}
Greater Auramancy
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creatures you control have shroud.
--
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.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}{U}
Imprisoned in the Moon
Enchantment - Aura
Enchant creature, land, or planeswalker

Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
--
Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)

Irrigated Farmland enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Isolated Chapel
Land
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.

{T}: Add {W} or {B}.
{2}{W}
Karmic Justice
Enchantment
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
{W}
Land Tax
Enchantment
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.
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{1}{U}
Metamorphic Alteration
Enchantment - Aura
Enchant creature

As Metamorphic Alteration enters the battlefield, choose a creature.

Enchanted creature is a copy of the chosen creature.
{1}{U}{U}
Mirrormade
Enchantment
You may have Mirrormade enter the battlefield as a copy of any artifact or enchantment on the battlefield.
--
Mistveil Plains
Land - Plains
({T}: Add {W}.)

Mistveil Plains enters the battlefield tapped.

{W}, {T}: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
{1}{U}
Negate
Instant
Counter target noncreature spell.
--
Orzhov Basilica
Land
Orzhov Basilica enters the battlefield tapped.

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

{T}: Add {W}{B}.
{2}
Orzhov Signet
Artifact
{1}, {T}: Add {W}{B}.
{1}{B}{B}
Oubliette
Enchantment
When Oubliette enters the battlefield, target creature phases out until Oubliette leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
{3}{W}
Path of Peace
Sorcery
Destroy target creature. Its owner gains 4 life.
{1}{U}{U}
Pemmin's Aura
Enchantment - Aura
Enchant creature

{U}: Untap enchanted creature.

{U}: Enchanted creature gains flying until end of turn.

{U}: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)

{1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
{3}{B}{B}{B}{B}
Phage the Untouchable
Legendary Creature - Avatar Minion
When Phage the Untouchable enters the battlefield, if you didn't cast it from your hand, you lose the game.

Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.

Whenever Phage deals combat damage to a player, that player loses the game.
4 / 4
{1}{B}{B}
Phyrexian Arena
Enchantment
At the beginning of your upkeep, you draw a card and you lose 1 life.
--
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}.)
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{2}
Prismatic Lens
Artifact
{T}: Add {C}.

{1}, {T}: Add one mana of any color.
{1}{W}{B}
Profane Procession
Legendary Enchantment
{3}{W}{B}: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
--
Tomb of the Dusk Rose
Legendary Land

(Transforms from Profane Procession.)

{T}: Add one mana of any color.

{2}{W}{B}, {T}: Put a creature card exiled with this permanent onto the battlefield under your control.
{3}{W}
Replenish
Sorcery
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
{2}{U}
Rhystic Study
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
--
Sanctum of Eternity
Land
{T}: Add {C}.

{2}, {T}: Return target commander you own from the battlefield to your hand. Activate only during your turn.
{1}{W}
Sejiri Shelter
Instant
Target creature you control gains protection from the color of your choice until end of turn.
--
Sejiri Glacier
Land

Sejiri Glacier enters the battlefield tapped.

{T}: Add {W}.
{1}{W}{W}
Shielded by Faith
Enchantment - Aura
Enchant creature

Enchanted creature has indestructible.

Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
{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.
{1}{U}
Snapcaster Mage
Creature - Human Wizard
Flash

When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
2 / 1
{2}{W}
Solitary Confinement
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.
{U}
Soothsaying
Enchantment
{3}{U}{U}: Shuffle your library.

{X}: Look at the top X cards of your library, then put them back in any order.
{4}{W}{U}
Sovereigns of Lost Alara
Creature - Spirit
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
4 / 5
{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}
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.
{2}
Strionic Resonator
Artifact
{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
--
Sunken Hollow
Land - Island Swamp
({T}: Add {U} or {B}.)

Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{3}{W}{U}
Teferi's Moat
Enchantment
As Teferi's Moat enters the battlefield, choose a color.

Creatures of the chosen color without flying can't attack you.
{2}{U}
Thassa, God of the Sea
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)

At the beginning of your upkeep, scry 1.

{1}{U}: Target creature you control can't be blocked this turn.
5 / 5
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.

When Tranquil Cove enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
{1}{B}{B}
Underworld Connections
Enchantment - Aura
Enchant land

Enchanted land has "{T}, Pay 1 life: Draw a card."
--
Watery Grave
Land - Island Swamp
({T}: Add {U} or {B}.)

As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{W}
Winds of Abandon
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.

Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
{3}{W}{W}
Winds of Rath
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
{1}{W}{U}{B}
Zur the Enchanter
Legendary Creature - Human Wizard
Flying

Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
1 / 4
--
caves of c

{1}
Sol Ring
Artifact
{T}: Add {C}{C}.