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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.
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.
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a Pegasus.
: Create a 1/1 white Pegasus creature token with flying.
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.
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.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
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.
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.
Enchant creature
Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
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.
Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn."
When this Aura enters, create a 1/1 white Spirit creature token with flying.
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
When this enchantment enters, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
Flying
At the beginning of combat on your turn, populate. (Create a token that's a copy of a creature token you control.)
Whenever a creature token you control enters, put a +1/+1 counter on this creature.
Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice this enchantment and return all cards exiled with it to the battlefield under your control.
At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
: Until end of turn, this creature gets +2/+2 and gains lifelink.
When this Aura enters, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +0/+2.
Creatures you control have training. (Whenever a creature you control attacks with another creature with greater power, put a +1/+1 counter on the creature with lesser power.)
At the beginning of your end step, if you control a creature with a +1/+1 counter on it that attacked this turn, draw a card.