Thats already not actually that bad, especially as it being an enchantment means you can potentially bounce it back to your hand and cast it again later on
If you want to, I think sorting the creature cards out from each pile and putting them above the pile of non-creatures with the same mana value helps a lot

Commander: Ghave, Guru of Spores Main Deck 99 cards 39 lands 1 Barren Moor 1 Command Tower 1 Evolving Wilds 10 Forest 1 Golgari Rot Farm 1 Orzhov Basilica 8 Plains 1 Rupture Spire 1 Secluded Steppe 1 Selesnya Sanctuary 8 Swamp 1 Temple of the False God 1 Tranquil Thicket 1 Vivid Grove 1 Vivid Marsh 1 Vivid Meadow 26 creatures 1 Aquastrand Spider 1 Celestial Force 1 Chorus of the Conclave 1 Dark Hatchling 1 Deadly Recluse 1 Fertilid 1 Golgari Guildmage 1 Hornet Queen 1 Karador, Ghost Chieftain 1 Monk Realist 1 Nantuko Husk 1 Penumbra Spider 1 Sakura-Tribe Elder 1 Scavenging Ooze 1 Selesnya Evangel 1 Selesnya Guildmage 1 Shriekmaw 1 Sigil Captain 1 Spawnwrithe 1 Spike Feeder 1 Squallmonger 1 Symbiotic Wurm 1 Teneb, the Harvester 1 Vampire Nighthawk 1 Vish Kal, Blood Arbiter 1 Yavimaya Elder 34 other spells 1 Acorn Catapult 1 Afterlife 1 Alliance of Arms 1 Attrition 1 Aura Shards 1 Awakening Zone 1 Bestial Menace 1 Cobra Trap 1 Cultivate 1 Darksteel Ingot 1 Death Mutation 1 Doom Blade 1 Fists of Ironwood 1 Footbottom Feast 1 Golgari Signet 1 Harmonize 1 Hex 1 Hour of Reckoning 1 Lightning Greaves 1 Mortify 1 Necrogenesis 1 Nemesis Trap 1 Oblivion Ring 1 Orzhov Signet 1 Selesnya Signet 1 Skullclamp 1 Sol Ring 1 Soul Snare 1 Storm Herd 1 Syphon Flesh 1 Tribute to the Wild 1 Vow of Duty 1 Vow of Malice 1 Vow of Wildness

Whenever Altar attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it
At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice
In a similar fashion, The Everflowing WellThe Everflowing Well can flip very quickly after you play it, which can lead to some explosive, game-winning plays