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{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{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}{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}{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}{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.)
{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.)
{G}
Mirri's Guile
Enchantment
At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.
{2}{W}{W}
Moat
Enchantment
Creatures without flying can't attack.
{2}{W}{W}
Moat
Enchantment
Creatures without flying can't attack.
{2}{W}{W}
Moat
Enchantment
Creatures without flying can't attack.
{2}{W}{W}
Moat
Enchantment
Creatures without flying can't attack.
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{3}{W}
Replenish
Sorcery
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
{W}{W}
Runed Halo
Enchantment
As Runed Halo enters the battlefield, choose a card name.

You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
--
Savannah
Land - Forest Plains
({T}: Add {G} or {W}.)
--
Savannah
Land - Forest Plains
({T}: Add {G} or {W}.)
--
Savannah
Land - Forest Plains
({T}: Add {G} or {W}.)
--
Savannah
Land - Forest Plains
({T}: Add {G} or {W}.)
--
Serra's Sanctum
Legendary Land
{T}: Add {W} for each enchantment you control.
--
Serra's Sanctum
Legendary Land
{T}: Add {W} for each enchantment you control.
{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.
{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.
{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.
{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.
{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.
{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.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
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.
{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.
--
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.
--
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.
--
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.
--
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}
Words of Worship
Enchantment
{1}: The next time you would draw a card this turn, you gain 5 life instead.

{1}{W}
Aegis of the Gods
Enchantment Creature - Human Soldier
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
2 / 1
{1}{W}
Aegis of the Gods
Enchantment Creature - Human Soldier
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
2 / 1
{1}{G}{G}
Courser of Kruphix
Enchantment Creature - Centaur
Play with the top card of your library revealed.

You may play lands from the top of your library.

Landfall -- Whenever a land enters the battlefield under your control, you gain 1 life.
2 / 4
{1}{G}
Herald of the Pantheon
Creature - Centaur Shaman
Enchantment spells you cast cost {1} less to cast.

Whenever you cast an enchantment spell, you gain 1 life.
2 / 2
{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}
Opalescence
Enchantment
Each other non-Aura enchantment is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
{2}{W}{W}
Opalescence
Enchantment
Each other non-Aura enchantment is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
{2}{W}
Phyrexian Unlife
Enchantment
You don't lose the game for having 0 or less life.

As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
{3}{W}
Replenish
Sorcery
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
{W}{W}
Runed Halo
Enchantment
As Runed Halo enters the battlefield, choose a card name.

You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
{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.
{2}{W}
Solemnity
Enchantment
Players can't get counters.

Counters can't be put on artifacts, creatures, enchantments, or lands.
{2}{W}
Solemnity
Enchantment
Players can't get counters.

Counters can't be put on artifacts, creatures, enchantments, or lands.
{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