Replenish
The mass-reanimation effect that taught a generation of players why "all" is the most dangerous word in the rules text. Where reanimator spells of the era brought back one creature, this returns every enchantment card sitting in the graveyard at once, which turned a dead zone full of self-milled permanents into a battlefield in a single sorcery. The engine that built around it stocked the yard with high-impact enchantments, dumped this from hand, and refilled the board for four mana: the kind of one-card-to-broken-board sequence that defines a combo deck rather than a value play. The crucial discipline is what the card does not do. It only sees enchantment cards, so the deck has to be built almost entirely around enchantments that matter on their own, and it ignores the graveyard entirely if you cannot fill it first; the spell is the payoff, never the setup. That dependency is why the card reads as fair on paper and plays as anything but: the rate is fine, but the ceiling is whatever the most degenerate enchantment in the format happens to be, which makes the spell only as balanced as the cards it is allowed to return. The parenthetical clause about Auras with nothing to enchant is the one concession to honesty, a reminder that this returns cards to the battlefield, not to your hand, so dead Auras stay dead.

