Flying
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature enters or leaves the battlefield, you gain 2 life.
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
First strike
This creature gets +1/+1 as long as you control another white creature.
A kithkin's worst enemy is solitude.
Sacrifice this creature: Target creature you control gains protection from the color of your choice until end of turn.
"My destiny is to save others so their destinies may be achieved."
Shroud (This creature can't be the target of spells or abilities.)
Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Giving little thought to their own defense, they carried the flag that united their army.
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
"Virtue is an inner light that can prevail in every soul."
The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
"Organization is often undervalued but rarely unjustified."
—Frasio, royal archivist
Enchant permanent
When this Aura enters, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
Vigilance
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
To the sorrow of all, its fire was turned toward those who worshipped it.
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
Through failure we learn our finest lessons in humility.
Creature tokens you control get +1/+1 and have vigilance.
In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.
Whenever Jareth blocks, it gets +7/+7 until end of turn.
: Jareth gains protection from the color of your choice until end of turn.
Light's champion in the stronghold of darkness.
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
"For us, a rope represents the ties that bind the kor. For you, it's more literal."
Whenever you cast an enchantment spell, you may draw a card.
"Scholars seek to understand the way the world is. I wish to shape the world into what it should be."
Flying
Some sky steeds break from the thundering herd to ride free on the open winds.
When this creature enters, return target enchantment card from your graveyard to your hand.
"Belief is the strongest mortar."
: Target creature you control gains protection from the color of your choice until end of turn.
She will not touch a weapon, yet she is the greatest protector her people have ever known.
Enchant creature
Enchanted creature can't attack or block.
For the first time in his life, Grakk felt a little warm and fuzzy inside.
Create two 1/1 white Soldier creature tokens.
Like blinking or breathing, responding to an alarm is an involuntary reflex.
Creatures you control get +2/+0 until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"If you must go out at night, bring a mob."
—Master of the Elgaud Cathars
Sacrifice this enchantment: Destroy target artifact or enchantment.
"Find the dens of evil and flood them with light."
—Hulo, the Penitent Wanderer
Exile target attacking creature.
Draw a card.
It suddenly dawned on Jorin that farming was quite a noble profession.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Follow the light. In its absence, follow her.
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Good strategists seize opportunities. Great strategists make their own.
Flying
Whenever a creature with flying dies, put a +1/+1 counter on this creature.
"Their spirits walk the winds and fill my soul."
Flying
When this creature enters, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Once you've been dragged down the currents of time, you'll never quite trust your own permanence again.
Defender
When this creature enters, draw a card.
"I search for a vision of Zendikar that does not include the Eldrazi."
—Expedition journal entry
When this creature enters, you may destroy target enchantment.
"Let nothing take away from the purity of swords clashing or of arrows taking flight toward the breast of evil."
Flying
When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
"Those talons really dig into your skin, but it's better than being dropped."
—Rafiq of the Many
Flash
When this creature enters, return a creature you control to its owner's hand.
Saltfield nomads call a sudden storm a "whitemane."
Destroy all creatures. They can't be regenerated.
: Draw three cards.
: Return Arcanis to its owner's hand.
He has journeyed where none have been before. Now he returns to ensure that none follow.
Draw three cards, then put two cards from your hand on top of your library in any order.
The mizzium-sphere array drove her mind deep into the thought field, where only the rarest motes of genius may be plucked.
Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature enters, draw three cards, then discard two cards."
Enchant creature
You control enchanted creature.
If you don't have the best toys, find the one who does.
Counter target spell.
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays .
Target player draws two cards.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"No fact escapes me. Why do you think you can?"
Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
Target player mills three cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
"I alone determine my destiny."
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
"Is the inevitable any less miraculous?"
—Veldka, wandering sage
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
"It's hard to hurt anyone when you're as transparent as your motives."
—Ertai, wizard adept
This creature gets +0/+3 as long as it's untapped.
In the coastal states of Jhess and Valeron, "tortoise" is a synonym for "stubborn."
Defender (This creature can't attack.)
"There is no confusion as to the boundary of the archmage's territory."
—Ippin, master cartographer
At the beginning of your upkeep, draw a card for each Shrine you control.
To the sorrow of all, its winds found sin in the hearts of those who once learned from its wisdom.
Choose one —
• Counter target spell if it's red.
• Destroy target permanent if it's red.
Fire can be savage, but it is fickle. Water is always true, its flow steady and world-shaping.
Trample
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Shroud (This creature can't be the target of spells or abilities.)
"Into its maw went the seventh sea, never to be seen again while the world remains."
—Esper fable
[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[−1]: Return target creature to its owner's hand.
[−12]: Exile all cards from target player's library, then that player shuffles their hand into their library.
Flying
Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
The bolt struck with a flash, and there was a terrible sound, as of glass shattering, but the creature was unharmed.
When this creature enters, return target creature to its owner's hand.
"Beauty to the eye does not always translate to the touch."
—Naimah, Femeref philosopher
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
What a lonely agony, the memory of memories lost.