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Anthem
Anthem
Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
![Garruk's Uprising (scd) 185 Garruk's Uprising (scd) 185](https://cards.scryfall.io/normal/front/2/b/2b4746f0-233a-4e6f-9054-7a269e36a206.jpg?1674675533)
Draw
Finisher
Finisher
Land
Land
Protection
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
![Tamiyo's Safekeeping (neo) 211 Tamiyo's Safekeeping (neo) 211](https://cards.scryfall.io/normal/front/f/d/fd4b7ee2-de65-4288-872d-486065a4f226.jpg?1654568357)
Protection
Ramp
As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
![Herald's Horn (cmm) 953 Herald's Horn (cmm) 953](https://cards.scryfall.io/normal/front/c/2/c2cc583b-4ca1-4e34-bf66-693d69e4f77e.jpg?1690005508)
If it's neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
![The Celestus (mid) 252 The Celestus (mid) 252](https://cards.scryfall.io/normal/front/3/9/39226a07-d44e-41a6-b9f1-685ef505d015.jpg?1637114509)
Ramp
Removal
Removal
Werewolf
Werewolf
Maybeboard
Maybeboard
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