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Select Main Deck Cards

Select Sideboard Cards

--
Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
--
Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
{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
{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
{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}{G}
Alpha Authority
Enchantment - Aura
Enchant creature

Enchanted creature has hexproof and can't be blocked by more than one creature.
{1}{G}
Alpha Authority
Enchantment - Aura
Enchant creature

Enchanted creature has hexproof and can't be blocked by more than one creature.
{1}{G}
Alpha Authority
Enchantment - Aura
Enchant creature

Enchanted creature has hexproof and can't be blocked by more than one creature.
--
Arid Mesa
Land
{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
{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}{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}{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}{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.
{2}{U}{U}
Auramancer's Guise
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
{2}{U}{U}
Auramancer's Guise
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
{2}{U}{U}
Auramancer's Guise
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
--
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.
{U}
Curiosity
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.
{U}
Curiosity
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.
{U}
Curiosity
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.
{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.)
{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.)
{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.)
{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.)
{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.
{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.
{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.
{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.
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

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

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

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

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
{G}{W}
Fleecemane Lion
Creature - Cat
{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)

As long as Fleecemane Lion is monstrous, it has hexproof and indestructible.
3 / 3
{G}{W}
Fleecemane Lion
Creature - Cat
{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)

As long as Fleecemane Lion is monstrous, it has hexproof and indestructible.
3 / 3
--
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}.)
{1}{W}{U}
Geist of Saint Traft
Legendary Creature - Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
2 / 2
{1}{W}{U}
Geist of Saint Traft
Legendary Creature - Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
2 / 2
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{G}
Gladecover Scout
Creature - Elf Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G}
Gladecover Scout
Creature - Elf Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G}
Gladecover Scout
Creature - Elf Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G}
Gladecover Scout
Creature - Elf Scout
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
--
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.
--
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.
--
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.
--
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.
{1}{U}
Invisible Stalker
Creature - Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Invisible Stalker can't be blocked.
1 / 1
{1}{U}
Invisible Stalker
Creature - Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Invisible Stalker can't be blocked.
1 / 1
{1}{U}
Invisible Stalker
Creature - Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Invisible Stalker can't be blocked.
1 / 1
{1}{U}
Invisible Stalker
Creature - Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Invisible Stalker can't be blocked.
1 / 1
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}
Kor Spiritdancer
Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.
0 / 2
{1}{W}
Kor Spiritdancer
Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.
0 / 2
{1}{W}
Kor Spiritdancer
Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.
0 / 2
{1}{W}
Kor Spiritdancer
Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.
0 / 2
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
{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}.)
--
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}.)
{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.
{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.
{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.
{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.
{3}{W}{U}
Righteous Authority
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each card in its controller's hand.

At the beginning of the draw step of enchanted creature's controller, that player draws an additional card.
{3}{W}{U}
Righteous Authority
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each card in its controller's hand.

At the beginning of the draw step of enchanted creature's controller, that player draws an additional card.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
--
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}.
{2}{G}{W}{W}
Sigarda, Host of Herons
Legendary Creature - Angel
Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.
5 / 5
{1}{G}
Silhana Ledgewalker
Creature - Elf Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Silhana Ledgewalker can't be blocked except by creatures with flying.
1 / 1
{1}{G}
Silhana Ledgewalker
Creature - Elf Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Silhana Ledgewalker can't be blocked except by creatures with flying.
1 / 1
{1}{G}
Silhana Ledgewalker
Creature - Elf Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Silhana Ledgewalker can't be blocked except by creatures with flying.
1 / 1
{1}{G}
Silhana Ledgewalker
Creature - Elf Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Silhana Ledgewalker can't be blocked except by creatures with flying.
1 / 1
{G/U}
Slippery Bogle
Creature - Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G/U}
Slippery Bogle
Creature - Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G/U}
Slippery Bogle
Creature - Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{G/U}
Slippery Bogle
Creature - Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1 / 1
{1}{W}
Spirit Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.
{1}{W}
Spirit Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.
{1}{W}
Spirit Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.
--
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.
{2}{G}{G}
Thrun, the Last Troll
Legendary Creature - Troll Shaman
This spell can't be countered.

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

{1}{G}: Regenerate Thrun, the Last Troll.
4 / 4
{2}{G}{G}
Thrun, the Last Troll
Legendary Creature - Troll Shaman
This spell can't be countered.

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

{1}{G}: Regenerate Thrun, the Last Troll.
4 / 4
{U}
Unstable Mutation
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
{U}
Unstable Mutation
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
{U}
Unstable Mutation
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
{U}
Unstable Mutation
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
--
Verdant Catacombs
Land
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
--
Verdant Catacombs
Land
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
{1}{G}{G}
Witchstalker
Creature - Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
3 / 3
{1}{G}{G}
Witchstalker
Creature - Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
3 / 3

{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
{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.
{U}
Aqueous Form
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{U}
Aqueous Form
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{U}
Aqueous Form
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{2}{U}
Archmage Ascension
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.

As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
{2}{W}
Asha's Favor
Enchantment - Aura
Enchant creature

Enchanted creature has flying, first strike, and vigilance.
{3}{W}{W}{W}
Celestial Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{U}{U}
Counterbalance
Enchantment
Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same mana value as the revealed card.
{1}{W/U}
Curse of Chains
Enchantment - Aura
Enchant creature

At the beginning of each upkeep, tap enchanted creature.
{2}{W}{W}
Elspeth, Knight-Errant
Legendary Planeswalker - Elspeth
+1: Create a 1/1 white Soldier creature token.

+1: Target creature gets +3/+3 and gains flying until end of turn.

-8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
L: 4
{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.
{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.
{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.
{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.
{1}{W}
Hoofprints of the Stag
Tribal Enchantment - Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.

{2}{W}, Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
{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}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{1}{W}
Luminarch Ascension
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)

{1}{W}: Create a 4/4 white Angel creature token with flying. Activate only if Luminarch Ascension has four or more quest counters on it.
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{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}{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.
{2}{U}
Ophidian Eye
Enchantment - Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.
{1}{W}
Ordeal of Heliod
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 Heliod.

When you sacrifice Ordeal of Heliod, you gain 10 life.
{1}{U}
Ordeal of Thassa
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 Thassa.

When you sacrifice Ordeal of Thassa, draw two cards.
{2}{U}
Paradox Haze
Enchantment - Aura
Enchant player

At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
{G}
Primal Cocoon
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.

When enchanted creature attacks or blocks, sacrifice Primal Cocoon.
{U}
Quest for Ancient Secrets
Enchantment
Whenever a card is put into your graveyard from anywhere, you may put a quest counter on Quest for Ancient Secrets.

Remove five quest counters from Quest for Ancient Secrets and sacrifice it: Target player shuffles their graveyard into their library.
{1}{U}
Remand
Instant
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.

Draw a card.
{2}{U}{U}
Shapeshifter's Marrow
Enchantment
At the beginning of each opponent's upkeep, that player reveals the top card of their library. If it's a creature card, the player puts the card into their graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.)
{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}{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.)
{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.