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Commander
Go-Shintai of Life's Origin
, : Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Legendary Creature Enchantment - Shrine

Commander
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Copy
Copy
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Counters
Counters
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Draw
Wildsear, Scouring Maw
Trample
Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Legendary Creature - Elemental Wolf

Draw
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Mill
Go-Shintai of Lost Wisdom
Flying
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature Enchantment - Shrine

Mill
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Pingers
Pingers
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Protection
Karametra's Blessing
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Pump
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


Pump
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Ramp
Aang's Journey
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle.
You gain 2 life.
Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle.
You gain 2 life.
Sorcery - Lesson

Kyoshi Island Plaza
When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment - Shrine

Nessian Wanderer
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
Creature - Scout Satyr

Ramp
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Recursion
Recursion
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Removal
Cacophony Unleashed
When this enchantment enters, if you cast it, destroy all nonenchantment creatures.
Whenever this enchantment or another enchantment you control enters, until end of turn, this enchantment becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.
Whenever this enchantment or another enchantment you control enters, until end of turn, this enchantment becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.
Enchantment

Removal
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Crescent Island Temple
When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Legendary Enchantment - Shrine

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

Hei Bai, Forest Guardian
When Hei Bai enters, reveal cards from the top of your library until you reveal a Shrine card. You may put that card onto the battlefield. Then shuffle.
, : For each legendary enchantment you control, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
, : For each legendary enchantment you control, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Legendary Creature - Spirit Bear

Tokens
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Tutor
Sanctum of All
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment - Shrine

Tutor
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Deck Info
Deck stats
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