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Calix, Guided by Fate
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Legendary Creature Enchantment - Human Druid

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Draw
Calix, Destiny's Hand
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
Legendary Planeswalker - Calix

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Enchantment
Enchantment
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Land
Land
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Lifegain
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Lifegain
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Protection
Elephant Grass
Cumulative upkeep (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.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment

Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has vigilance and reach.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has vigilance and reach.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Protection
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Katilda, Dawnhart Martyr
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Legendary Creature - Spirit Warlock


Michiko's Reign of Truth
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


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Ramp
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard

Ramp
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Removal
Removal
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Stax
Stax
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Tokens
Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit

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."
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."
Enchantment

Tokens
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Deck Info
Deck stats
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