White Enchantments

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Smothering Tithe Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Smothering Tithe

Ghostly Prison Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Ghostly Prison

Authority of the Consuls Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.

Authority of the Consuls

Anointed Procession If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Anointed Procession

Land Tax 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.

Land Tax

Blind Obedience 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 tapped.

Blind Obedience

Felidar Retreat Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Felidar Retreat

Cathars' Crusade Whenever a creature you control enters, put a +1/+1 counter on each creature you control.

Cathars' Crusade

Darksteel Mutation 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.

Darksteel Mutation

All That Glitters Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.

All That Glitters

Trouble in Pairs If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.

Trouble in Pairs

Caretaker's Talent (Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.

Caretaker's Talent

Intangible Virtue Creature tokens you control get +1/+1 and have vigilance.

Intangible Virtue

Sphere of Safety 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.

Sphere of Safety

Flowering of the White Tree Legendary creatures you control get +2/+1 and have ward {1}. Nonlegendary creatures you control get +1/+1.

Flowering of the White Tree

Sigarda's Aid You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment you control enters, you may attach it to target creature you control.

Sigarda's Aid

Tocasia's Welcome Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

Tocasia's Welcome

Reconnaissance {0}: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)

Reconnaissance

Teleportation Circle At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.

Teleportation Circle

Ethereal Armor Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike.

Ethereal Armor

Grasp of Fate When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

Grasp of Fate

Monologue Tax Whenever an opponent casts their second spell each turn, you create a Treasure token.

Monologue Tax

Forge Anew When this enchantment enters, return target Equipment card from your graveyard to the battlefield. During your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns.

Forge Anew

Duelist's Heritage Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.

Duelist's Heritage

Sigil of the Empty Throne Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.

Sigil of the Empty Throne

Sheltered by Ghosts Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward {2}.

Sheltered by Ghosts

Mantle of the Ancients Enchant creature you control When this Aura enters, 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.

Mantle of the Ancients

Cleric Class (Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.

Cleric Class

Resourceful Defense Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. {4}{W}: Move any number of counters from target permanent you control onto a second target permanent you control.

Resourceful Defense

Court of Grace When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

Court of Grace

Timely Ward You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.

Timely Ward

Spirit Mantle Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.

Spirit Mantle

Smuggler's Share At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.

Smuggler's Share

Brave the Sands Creatures you control have vigilance. Each creature you control can block an additional creature each combat.

Brave the Sands

Renewed Solidarity As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+0. At the beginning of your end step, for each token you control of the chosen type that entered this turn, create a token that's a copy of it.

Renewed Solidarity

Sage's Reverie Enchant creature When this Aura enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.

Sage's Reverie

True Conviction Creatures you control have double strike and lifelink.

True Conviction

Dazzling Theater // Prop Room Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for {1} or one mana of that creature's color.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) // Untap each creature you control during each other player's untap step. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Dazzling Theater // Prop Room

Touch the Spirit Realm When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield. Channel — {1}{W}, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

Touch the Spirit Realm

Divine Visitation If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.

Divine Visitation

Gift of Immortality Enchant creature When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.

Gift of Immortality

Deafening Silence Each player can't cast more than one noncreature spell each turn.

Deafening Silence

Skrelv's Hive At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block." Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.

Skrelv's Hive

Aura of Silence Artifact and enchantment spells your opponents cast cost {2} more to cast. Sacrifice this enchantment: Destroy target artifact or enchantment.

Aura of Silence

Starfield of Nyx 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.

Starfield of Nyx

Rest in Peace When this enchantment enters, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead.

Rest in Peace

Greater Auramancy 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.

Greater Auramancy

Banishing Light When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Banishing Light

Together Forever When this enchantment enters, 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.

Together Forever

Dawn of Hope Whenever you gain life, you may pay {2}. If you do, draw a card. {3}{W}: Create a 1/1 white Soldier creature token with lifelink.

Dawn of Hope

Unquestioned Authority Enchant creature When this Aura enters, draw a card. Enchanted creature has protection from creatures.

Unquestioned Authority

Dollmaker's Shop // Porcelain Gallery Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) // Creatures you control have base power and toughness each equal to the number of creatures you control. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Dollmaker's Shop // Porcelain Gallery

Virtue of Loyalty // Ardenvale Fealty At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures. // Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)

Virtue of Loyalty // Ardenvale Fealty

Ajani's Welcome Whenever a creature you control enters, you gain 1 life.

Ajani's Welcome

Angelic Destiny 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 this card to its owner's hand.

Angelic Destiny

Airbender Ascension When this enchantment enters, airbend up to one target creature. Whenever a creature you control enters, put a quest counter on this enchantment. At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.

Airbender Ascension

Hyena Umbra Enchant creature Enchanted creature gets +1/+1 and has first strike. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Hyena Umbra

Inspiring Leader Commander creatures you own have "Creature tokens you control get +2/+2."

Inspiring Leader

Legion Loyalty Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Legion Loyalty

Pariah Enchant creature All damage that would be dealt to you is dealt to enchanted creature instead.

Pariah

Chivalric Alliance 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.

Chivalric Alliance

Elspeth Conquers Death (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.

Elspeth Conquers Death

Hallowed Haunting As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."

Hallowed Haunting

Spirit Link Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature deals damage, you gain that much life.

Spirit Link

Seal of Cleansing Sacrifice this enchantment: Destroy target artifact or enchantment.

Seal of Cleansing

Tenuous Truce Enchant opponent At the beginning of enchanted opponent's end step, you and that player each draw a card. When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.

Tenuous Truce

Luminarch Ascension At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) {1}{W}: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.

Luminarch Ascension

Rabble Rousing Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.

Rabble Rousing

Daybreak Coronet 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.)

Daybreak Coronet

Shielded by Faith Enchant creature Enchanted creature has indestructible. Whenever a creature enters, you may attach this Aura to that creature.

Shielded by Faith

Songbirds' Blessing Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.

Songbirds' Blessing

Test of Endurance At the beginning of your upkeep, if you have 50 or more life, you win the game.

Test of Endurance

Angelic Accord At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.

Angelic Accord

Rule of Law Each player can't cast more than one spell each turn.

Rule of Law

Leyline of Hope If this card is in your opening hand, you may begin the game with it on the battlefield. If you would gain life, you gain that much life plus 1 instead. As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.

Leyline of Hope

Idolized Enchant creature Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."

Idolized

Angelic Gift Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.

Angelic Gift

War of the Last Alliance (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.

War of the Last Alliance

Redemption Arc Enchant creature Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.) {1}{W}: Exile enchanted creature.

Redemption Arc

Tempered Steel Artifact creatures you control get +2/+2.

Tempered Steel

Court of Ardenvale When this enchantment enters, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.

Court of Ardenvale

On Wings of Gold Creatures you control that are Zombies and/or tokens get +1/+1 and have flying. Whenever one or more cards leave your graveyard, create a 1/1 white Zombie creature token.

On Wings of Gold

Legion's Landing // Adanto, the First Fort When Legion's Landing enters, create a 1/1 white Vampire creature token with lifelink. When you attack with three or more creatures, transform Legion's Landing. // (Transforms from Legion's Landing.) {T}: Add {W}. {2}{W}, {T}: Create a 1/1 white Vampire creature token with lifelink.

Legion's Landing // Adanto, the First Fort

Smile at Death At the beginning of your upkeep, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.

Smile at Death

Martial Impetus Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.

Martial Impetus

Stoneskin Flash Enchant creature Enchanted creature gets +0/+10.

Stoneskin

Karmic Justice Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.

Karmic Justice

Noble Heritage Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)

Noble Heritage

Solemnity Players can't get counters. Counters can't be put on artifacts, creatures, enchantments, or lands.

Solemnity

Swift Reconfiguration Flash Enchant creature or Vehicle Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)

Swift Reconfiguration

Folk Hero 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."

Folk Hero

Feather of Flight Flash Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has flying.

Feather of Flight

Champions from Beyond When this enchantment enters, create X 1/1 colorless Hero creature tokens. Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card. Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.

Champions from Beyond

Norn's Decree Whenever one or more creatures an opponent controls deal combat damage to you, that opponent gets a poison counter. Whenever a player attacks, if one or more players being attacked are poisoned, the attacking player draws a card.

Norn's Decree

Solitary Confinement At the beginning of your upkeep, sacrifice this enchantment 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.

Solitary Confinement

Murmuration Birds you control get +1/+1 and have vigilance. At the beginning of your end step, for each spell you've cast this turn, create a 1/2 blue Bird creature token with flying named Storm Crow.

Murmuration

Dawn of a New Age This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

Dawn of a New Age

Secret Arcade // Dusty Parlor Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) // Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Secret Arcade // Dusty Parlor

Ossification Enchant basic land you control When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.

Ossification

Boon of the Spirit Realm Constellation — Whenever this enchantment or another enchantment you control enters, put a blessing counter on this enchantment. Creatures you control get +1/+1 for each blessing counter on this enchantment.

Boon of the Spirit Realm

Light of Promise Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."

Light of Promise

Battle Mastery Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)

Battle Mastery

Rally the Ranks As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1.

Rally the Ranks

Assemble the Players You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.

Assemble the Players

Paladin Class (Gain the next level as a sorcery to add its ability.) Spells your opponents cast during your turn cost {1} more to cast. {2}{W}: Level 2 Creatures you control get +1/+1. {4}{W}: Level 3 Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.

Paladin Class

Marshal's Anthem Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.

Marshal's Anthem

Far Traveler Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."

Far Traveler

Flickering Ward Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura. {W}: Return this Aura to its owner's hand.

Flickering Ward

Boon Reflection If you would gain life, you gain twice that much life instead.

Boon Reflection

Of Herbs and Stewed Rabbit (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Put a +1/+1 counter on up to one target creature. Create a Food token. II — Draw a card. Create a Food token. III — Create a 1/1 white Halfling creature token for each Food you control.

Of Herbs and Stewed Rabbit

Twinblade Blessing Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)

Twinblade Blessing

Oblivion Ring When this enchantment enters, exile another target nonland permanent. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

Oblivion Ring

Flaming Fist Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."

Flaming Fist

March of the Canonized When this enchantment enters, create X 1/1 white Vampire creature tokens with lifelink. At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.

March of the Canonized

Cast Out Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.)

Cast Out

With Great Power . . . Enchant creature you control Enchanted creature gets +2/+2 for each Aura and Equipment attached to it. All damage that would be dealt to you is dealt to enchanted creature instead.

With Great Power . . .

Chains of Custody Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

Chains of Custody

Griffin Aerie At the beginning of your end step, if you gained 3 or more life this turn, create a 2/2 white Griffin creature token with flying.

Griffin Aerie

Spear of Heliod Creatures you control get +1/+1. {1}{W}{W}, {T}: Destroy target creature that dealt damage to you this turn.

Spear of Heliod

Valkyrie's Call Whenever a nontoken, non-Angel creature you control dies, return that card to the battlefield under its owner's control with a +1/+1 counter on it. It has flying and is an Angel in addition to its other types.

Valkyrie's Call

Citadel Siege As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.

Citadel Siege

Pacifism Enchant creature Enchanted creature can't attack or block.

Pacifism

Honden of Cleansing Fire At the beginning of your upkeep, you gain 2 life for each Shrine you control.

Honden of Cleansing Fire

Aligned Heart Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)

Aligned Heart

Benevolent Blessing Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.

Benevolent Blessing

Radiant Destiny Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

Radiant Destiny

Endless Foot Assault Squad {1}{W} (As an additional cost to cast this spell, you may pay {1}{W} any number of times. When this enchantment enters, create that many tokens that are copies of it.) Whenever you attack, for each opponent, create a 1/1 black Ninja creature token that's tapped and attacking that player.

Endless Foot Assault

Shardmage's Rescue Flash Enchant creature you control As long as this Aura entered this turn, enchanted creature has hexproof. Enchanted creature gets +1/+1.

Shardmage's Rescue

Tempest Technique Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature you control Enchanted creature gets +1/+1 for each enchantment you control.

Tempest Technique

Muster the Departed When this enchantment enters, create a 1/1 white Spirit creature token with flying. Morbid — At the beginning of your end step, if a creature died this turn, populate. (Create a token that's a copy of a creature token you control.)

Muster the Departed

Case of the Uneaten Feast Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.

Case of the Uneaten Feast

Reprobation Enchant creature Enchanted creature loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.)

Reprobation

On Serra's Wings Enchant creature Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.

On Serra's Wings

Blessed Sanctuary Prevent all noncombat damage that would be dealt to you and creatures you control. Whenever a nontoken creature you control enters, create a 2/2 white Unicorn creature token.

Blessed Sanctuary

Fanatical Devotion Sacrifice a creature: Regenerate target creature.

Fanatical Devotion

Out of Time When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)

Out of Time

Sanctum of Tranquil Light {5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control.

Sanctum of Tranquil Light

Stony Silence Activated abilities of artifacts can't be activated.

Stony Silence

Battle at the Helvault (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until this Saga leaves the battlefield. III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.

Battle at the Helvault

Song of the Worldsoul Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)

Song of the Worldsoul

Angelic Chorus Whenever a creature you control enters, you gain life equal to its toughness.

Angelic Chorus

Retreat to Emeria Landfall — Whenever a land you control enters, choose one — • Create a 1/1 white Kor Ally creature token. • Creatures you control get +1/+1 until end of turn.

Retreat to Emeria

Day of Destiny Legendary creatures you control get +2/+2.

Day of Destiny

Nine Lives Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.

Nine Lives

Celestial Mantle Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Celestial Mantle

Planar Disruption Enchant artifact, creature, or planeswalker Enchanted permanent can't attack or block, and its activated abilities can't be activated.

Planar Disruption

Soul Snare {W}, Sacrifice this enchantment: Exile target creature that's attacking you or a planeswalker you control.

Soul Snare

Three Blind Mice (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create a 1/1 white Mouse creature token. II, III — Create a token that's a copy of target token you control. IV — Creatures you control get +1/+1 and gain vigilance until end of turn.

Three Blind Mice

Always Watching Nontoken creatures you control get +1/+1 and have vigilance.

Always Watching

Historian's Boon Whenever this enchantment or another nontoken enchantment you control enters, create a 1/1 white Soldier creature token. Whenever the final chapter ability of a Saga you control triggers, create a 4/4 white Angel creature token with flying and vigilance.

Historian's Boon

Sentinel's Eyes Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Sentinel's Eyes

Soulcatchers' Aerie Whenever a Bird is put into your graveyard from the battlefield, put a feather counter on this enchantment. Bird creatures get +1/+1 for each feather counter on this enchantment.

Soulcatchers' Aerie

Wedding Announcement // Wedding Festivity At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it. // Creatures you control get +1/+1.

Wedding Announcement // Wedding Festivity

Spirit Loop Enchant creature you control Whenever enchanted creature deals damage, you gain that much life. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.

Spirit Loop

Phyrexian Unlife 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.)

Phyrexian Unlife

Rune of Sustenance Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has lifelink. As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."

Rune of Sustenance

Sigarda's Splendor As this enchantment enters, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total. Whenever you cast a white spell, you gain 1 life.

Sigarda's Splendor

Sigarda's Summons Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.

Sigarda's Summons

Aang's Iceberg Flash When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield. Waterbend {3}: Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Aang's Iceberg

Dictate of Heliod Flash Creatures you control get +2/+2.

Dictate of Heliod

Charitable Levy Noncreature spells cost {1} more to cast. Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Charitable Levy

Thorough Investigation Whenever you attack, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)

Thorough Investigation

Static Prison When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.

Static Prison

Dog Umbra Flash Enchant creature As long as another player controls enchanted creature, it can't attack or block. Otherwise, this Aura has umbra armor. (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Dog Umbra

Spectra Ward Enchant creature Enchanted creature gets +2/+2 and has protection from each color. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)

Spectra Ward

Glorious Anthem Creatures you control get +1/+1.

Glorious Anthem

Sokka's Charge During your turn, Allies you control have double strike and lifelink.

Sokka's Charge

Vow of Duty Enchant creature Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.

Vow of Duty

Kindred Boon As this enchantment enters, choose a creature type. {1}{W}: Put a divinity counter on target creature you control of the chosen type. Each creature you control with a divinity counter on it has indestructible.

Kindred Boon

Search the Premises Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Search the Premises

Fall of the First Civilization (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.

Fall of the First Civilization

Kinbinding Creatures you control get +X/+X, where X is the number of creatures that entered the battlefield under your control this turn. At the beginning of combat on your turn, create a 1/1 green and white Kithkin creature token.

Kinbinding

Tale of Tinúviel (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control gains indestructible for as long as you control this Saga. II — Return target creature card from your graveyard to the battlefield. III — Up to two target creatures you control each gain lifelink until end of turn.

Tale of Tinúviel

Oath of Gideon When Oath of Gideon enters, create two 1/1 white Kor Ally creature tokens. Each planeswalker you control enters with an additional loyalty counter on it.

Oath of Gideon

SOLDIER Military Program At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead. • Create a 1/1 white Soldier creature token. • Put a +1/+1 counter on each of up to two Soldiers you control.

SOLDIER Military Program