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Arbor Elf is critical to this deck's success, allowing us to reach 4 mana on turn 2 with a decent draw (T1 Temple Garden or Forest + Arbor Elf, T2 Temple Garden or Forest + Utopia Sprawl on whichever land is untapped, tap that land for 2 mana, untap it with Arbor Elf, tap it again for 2 mana). While it is the only nonland card in our deck that neither is an enchantment nor says "enchantment" in its text box, it is absolutely good enough to be here.
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Utopia Sprawl is the other half of the 4-mana-on-turn-2 combo. It's a 3-of right now, but could easily become a 4-of. Still not sure which is better. Don't forget that it can only enchant Forests, and that the color of mana it provides is locked in upon ETB.
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Abundant Growth may seem like a Utopia Sprawl, but don't get them confused. Abundant Growth is here mainly as filler, and should usually be the first card(s) removed when sideboarding. It has a fairly high floor (cantrip), though, as well as a high ceiling (an Air Elemental or two stapled to a Divination for one mana). I'm not usually particularly excited to draw this, but I'm rarely disappointed.
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Herald of the Pantheon is our only nonland, nonenchantment card besides Arbor Elf, but it works great, giving us a 1-mana discount on every enchantment we cast. The 1 life gain is helpful as well.
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Ghostly Prison is quite possibly the best card in the deck. It's what turns creature-based go-wide aggro decks from difficult matchups to very easy ones, especially when it comes down on turn 2. It even works well against Infect, though, for that, we also have...
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Story Circle! The Ultimate Circle of Protection can be used to catch the things that slip through Ghostly Prison's cracks, or take care of a large burn spell. I've found that it's not always great in game 1, though, so it's a 2-of with an additional copy in the sideboard. Be warned that it can't protect against colorless threats like Emrakul, the Aeons Torn, though.
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Oblivion Ring and the next card are the only cards in our deck that actually interact with the opponent. It’s good at getting rid of an opponent’s planeswalker or other threat that isn’t too hindered by Ghostly Prison. Not an amazing card, but sometimes you just need to get rid of something.
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Banishing Light is just another Oblivion Ring effect (the two cards are functionally identical in this deck), but with the very marginal upside of not getting completely blown out by Echoing Truth or Detention Sphere. A small upside, sure, but one with no downside other than looking slightly awkward on paper.
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Eidolon of Blossoms is the only actual Enchantress effect in our deck, but boy, is it good. I run it over Verduran Enchantress and Mesa Enchantress because the Eidolon also draws a card when it enters the battlefield. The extra 2 power is rarely relevant. 4 mana is a drawback, but it’s possible to still play this on turn 2, and in situations where I would want to cast a 3-mana Enchantress, Ghostly Prison is generally better anyways. It’s worth noting that Eidolon’s draw trigger is NOT a “may” ability, so be careful not to deck yourself.
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Leyline of Sanctity is extremely helpful against Thoughtseize decks and Burn, often our worst matchups. Once we protect our hand and life total, it's very difficult for them to kill us early enough to stop our engine getting online.
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Sphere of Safety is a beefed-up Ghostly Prison. It often makes attacking so expensive that aggro decks literally have no choice but to watch us sit behind our handy-dandy force field and mass up an impossibly large number of Angel tokens. 5 mana is a bit of a drawback, though, so it’s only a 2-of.
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Sigil of the Empty Throne is our primary win condition. If we get two of them out, every single enchantment in our deck (28 of them) comes with 8 power in the air, so you know your opponent is going to be having a bad time. With three of them out, things get insane very, very quickly.
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Luminarch Ascension is our backup win condition. If we aren't able to play enchantments fast enough, we can always spend our mana to make Angel tokens manually.