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--
Abandoned Outpost
Land
Abandoned Outpost enters the battlefield tapped.

{T}: Add {W}.

{T}, Sacrifice Abandoned Outpost: Add one mana of any color.
{W}
Aegis of Honor
Enchantment
{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller 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}{B}
Anguished Unmaking
Instant
Exile target nonland permanent. You lose 3 life.
{1}{B}
Animate Dead
Enchantment - Aura
Enchant creature card in a graveyard

When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.
{1}{W}{W}
Archetype of Courage
Enchantment Creature - Human Soldier
Creatures you control have first strike.

Creatures your opponents control lose first strike and can't have or gain first strike.
2 / 2
{1}{W}{B}
Athreos, God of Passage
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to white and black is less than seven, Athreos isn't a creature.

Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life.
5 / 4
{1}{B}{B}
Attrition
Enchantment
{B}, Sacrifice a creature: Destroy target nonblack creature.
{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.
{W}
Authority of the Consuls
Enchantment
Creatures your opponents control enter the battlefield tapped.

Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
{1}{B}
Baleful Eidolon
Enchantment Creature - Spirit
Bestow {4}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Enchanted creature gets +1/+1 and has deathtouch.
1 / 1
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Bastion Protector
Creature - Human Soldier
Commander creatures you control get +2/+2 and have indestructible.
3 / 3
{1}{W/B}
Batwing Brume
Instant
Prevent all combat damage that would be dealt this turn if {W} was spent to cast this spell. Each player loses 1 life for each attacking creature they control if {B} was spent to cast this spell. (Do both if {W}{B} was spent.)
{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.
{B}
Bloodchief Ascension
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)

Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
{1}{B}
Brain Maggot
Enchantment Creature - Insect
When Brain Maggot enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield.
1 / 1
{2}{W}
Cage of Hands
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block.

{1}{W}: Return Cage of Hands to its owner's hand.
{2}{B}
Cartouche of Ambition
Enchantment - Aura Cartouche
Enchant creature you control

When Cartouche of Ambition enters the battlefield, you may put a -1/-1 counter on target creature.

Enchanted creature gets +1/+1 and has lifelink.
{W}
Cartouche of Solidarity
Enchantment - Aura Cartouche
Enchant creature you control

When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance.

Enchanted creature gets +1/+1 and has first strike.
{W}{B}
Castigate
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
{1}{B}
Circle of Affliction
Enchantment
As Circle of Affliction enters the battlefield, choose a color.

Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life.
{1}{W}
Circle of Protection: Artifacts
Enchantment
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Black
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Blue
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Green
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Red
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: White
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}{B}
Daxos the Returned
Legendary Creature - Zombie Soldier
Whenever you cast an enchantment spell, you get an experience counter.

{1}{W}{B}: Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
2 / 2
{X}{W}{B}
Death Grasp
Sorcery
Death Grasp deals X damage to any target. You gain X life.
{W}
Detainment Spell
Enchantment - Aura
Enchant creature

Enchanted creature's activated abilities can't be activated.

{1}{W}: Attach Detainment Spell to target creature.
{W/B}
Edge of the Divinity
Enchantment - Aura
Enchant creature

As long as enchanted creature is white, it gets +1/+2.

As long as enchanted creature is black, it gets +2/+1.
{2}{W}
Eidolon of Rhetoric
Enchantment Creature - Spirit
Each player can't cast more than one spell each turn.
1 / 4
{X}{B}
Endless Scream
Enchantment - Aura
Enchant creature

Endless Scream enters the battlefield with X scream counters on it.

Enchanted creature gets +1/+0 for each scream counter on Endless Scream.
{1}{W}
Energy Storm
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Prevent all damage that would be dealt by instant and sorcery spells.

Creatures with flying don't untap during their controllers' untap steps.
{2}{B}
Engineered Plague
Enchantment
As Engineered Plague enters the battlefield, choose a creature type.

All creatures of the chosen type get -1/-1.
{W}
Enlightened Tutor
Instant
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
{2}{B}
Fallen Ideal
Enchantment - Aura
Enchant creature

Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."

When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
{W}
Flickering Ward
Enchantment - Aura
Enchant creature

As Flickering Ward enters the battlefield, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward.

{W}: Return Flickering Ward to its owner's hand.
{W}
Gelid Shackles
Snow Enchantment - Aura
Enchant creature

Enchanted creature can't block, and its activated abilities can't be activated.

{S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow source.)
{B}
Genju of the Fens
Enchantment - Aura
Enchant Swamp

{2}: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "{B}: This creature gets +1/+1 until end of turn." It's still a land.

When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
{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}{W}
Gossamer Chains
Enchantment
Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
{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.
{2}{W}
Harvestguard Alseids
Enchantment Creature - Nymph
Constellation -- Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.
2 / 3
{2}{W}
Heliod's Pilgrim
Creature - Human Cleric
When Heliod's Pilgrim enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
1 / 2
{1}
Helm of the Gods
Artifact - Equipment
Equipped creature gets +1/+1 for each enchantment you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{W}
High Ground
Enchantment
Each creature you control can block an additional creature each combat.
{W}{B}
High Priest of Penance
Creature - Human Cleric
Whenever High Priest of Penance is dealt damage, you may destroy target nonland permanent.
1 / 1
{1}{B}{B}
Hissing Miasma
Enchantment
Whenever a creature attacks you, its controller loses 1 life.
{1}{W}
Honor of the Pure
Enchantment
White creatures you control get +1/+1.
{W}
Hopeful Eidolon
Enchantment Creature - Spirit
Bestow {3}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

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

Enchanted creature gets +1/+1 and has lifelink.
1 / 1
{B}
Illness in the Ranks
Enchantment
Creature tokens get -1/-1.
{W}{W}{W}
Infinite Authority
Enchantment - Aura
Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
{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.
{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.
{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.
{B}
Lurking Jackals
Enchantment
When an opponent has 10 or less life, if Lurking Jackals is an enchantment, it becomes a 3/2 Jackal creature.
{1}{W}
Mark of Asylum
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{1}{W}{B}
Mortify
Instant
Destroy target creature or enchantment.
{1}{W/B}
Mourning Thrull
Creature - Thrull
({W/B} can be paid with either {W} or {B}.)

Flying

Whenever Mourning Thrull deals damage, you gain that much life.
1 / 1
{W}
Myth Realized
Enchantment
Whenever you cast a noncreature spell, put a lore counter on Myth Realized.

{2}{W}: Put a lore counter on Myth Realized.

{W}: Until end of turn, Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{W/B}
Nip Gwyllion
Creature - Hag
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
1 / 1
{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.
{1}{W}
Open the Armory
Sorcery
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
{W}{B}
Orzhov Charm
Instant
Choose one --

• Return target creature you control and all Auras you control attached to it to their owner's hand.

• Destroy target creature and you lose life equal to its toughness.

• Return target creature card with mana value 1 or less from your graveyard to the battlefield.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block.
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{B}{B}
Phyrexian Arena
Enchantment
At the beginning of your upkeep, you draw a card and you lose 1 life.
{1}{W}
Planar Collapse
Enchantment
At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice Planar Collapse and destroy all creatures. They can't be regenerated.
{1}{W}
Prismatic Ward
Enchantment - Aura
Enchant creature

As Prismatic Ward enters the battlefield, choose a color.

Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
{1}{W}{W}
Prison Term
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.
{X}{X}{W}{W}
Quarantine Field
Enchantment
Quarantine Field enters the battlefield with X isolation counters on it.

When Quarantine Field enters the battlefield, for each isolation counter on it, exile up to one target nonland permanent an opponent controls until Quarantine Field leaves the battlefield.
{1}{W}
Rune of Protection: Artifacts
Enchantment
{W}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Black
Enchantment
{W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Blue
Enchantment
{W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Green
Enchantment
{W}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Red
Enchantment
{W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: White
Enchantment
{W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{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.)
{1}{W}
Seal of Cleansing
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.
{2}{B}
Seal of Doom
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
{W}
Serra's Hymn
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn.

Sacrifice Serra's Hymn: Prevent the next X damage that would be dealt this turn to any number of targets, divided as you choose, where X is the number of verse counters on Serra's Hymn.
--
Serra's Sanctum
Legendary Land
{T}: Add {W} for each enchantment you control.
{W}
Shadow Lance
Enchantment - Aura
Enchant creature

Enchanted creature has first strike.

{1}{B}: Enchanted creature gets +2/+2 until end of turn.
{W}
Shadow Lance
Enchantment - Aura
Enchant creature

Enchanted creature has first strike.

{1}{B}: Enchanted creature gets +2/+2 until end of turn.
{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.
{1}{W}
Silkwrap
Enchantment
When Silkwrap enters the battlefield, exile target creature with mana value 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner's control.)
{W}
Soul Snare
Enchantment
{W}, Sacrifice Soul Snare: Exile target creature that's attacking you or a planeswalker you control.
{W}{B}{B}
Souls of the Faultless
Creature - Spirit
Defender (This creature can't attack.)

Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.
0 / 4
{1}{W}{W}
Spear of Heliod
Legendary Enchantment Artifact
Creatures you control get +1/+1.

{1}{W}{W}, {T}: Destroy target creature that dealt damage to you this turn.
{1}{W}
Spirit Bonds
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay {W}. If you do, create a 1/1 white Spirit creature token with flying.

{1}{W}, Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
{1}{W}
Spirit Loop
Enchantment - Aura
Enchant creature you control

Whenever enchanted creature deals damage, you gain that much life.

When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
{1}{W}
Spirit of the Labyrinth
Enchantment Creature - Spirit
Each player can't draw more than one card each turn.
3 / 1
{1}{W}{W}
Stasis Snare
Enchantment
Flash (You may cast this spell any time you could cast an instant.)

When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)
{1}{W}{W}
Story Circle
Enchantment
As Story Circle enters the battlefield, choose a color.

{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
{W}
Sunspring Expedition
Enchantment
Landfall -- Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition.

Remove three quest counters from Sunspring Expedition and sacrifice it: You gain 8 life.
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{W}
Testament of Faith
Enchantment
{X}: Testament of Faith becomes an X/X Wall creature with defender in addition to its other types until end of turn.
{1}{W}
Triclopean Sight
Enchantment - Aura
Flash

Enchant creature

When Triclopean Sight enters the battlefield, untap enchanted creature.

Enchanted creature gets +1/+1 and has vigilance.
{W}{B}
Underworld Coinsmith
Enchantment Creature - Human Cleric
Constellation -- Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life.

{W}{B}, Pay 1 life: Each opponent loses 1 life.
2 / 2
{1}{B}{B}
Underworld Connections
Enchantment - Aura
Enchant land

Enchanted land has "{T}, Pay 1 life: Draw a card."
{1}{W}{B}
Vindicate
Sorcery
Destroy target permanent.
{W}{W}
Ward of Lights
Enchantment - Aura
You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.

Enchant creature

As Ward of Lights enters the battlefield, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
{1}{W}
Ward of Piety
Enchantment - Aura
Enchant creature

{1}{W}: The next 1 damage that would be dealt to enchanted creature this turn is dealt to any target instead.
{W}{B}
Zealous Persecution
Instant
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.