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Pretty uncommon cardchoices for a G/W enchantment deck. A little deck-description would be fine :)Some suggestions that came into my mind:Remove "Scute Mob". It's ability will almost never trigger as want to be as fast as possible and don't use any ramp. Normal calculations say that you can put a land into play every turn for the first 3 turns, and then an additional land every 2-3 turns. A card play by almost every enchantment deck that features white would be "Ethereal Armor". It's cheap, it's good and it can only get stronger. "Rancor" can be a real bitchy card for your opponent. +2/+0 and trample for your creature and a really tough one to get rid of. "Helm of the Gods" was added recently but it's as good as "Ethereal Armor", maybe even a little bit better, because you don't loose it like the enchantment when the creature it's attached to dies. Last, "Spirit Mantle" can be a real finisher as it allows your creature to bypass your opponents defenses. Some additional suggestions:"Spider Umbra", "Abundant Growth", "Keen Sense"Edit:Forgot about "Gladecover Scout". With only ~0.2$ per card it's pretty budget friendly and one of the best basic cards for each 'normal' enchantment deck. "Aura Gnarlid" could also be an option but it features no hexproof. GreetingsMuktol
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