Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, another target permanent gains indestructible for as long as you control this creature. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)
: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
"We hold sacred the powers of light and life. Truth and honor are our greatest weapons."
—Alabaster creed
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return this card to its owner's hand.
You gain 7 life.
Angels appear before both the blessed and the cursed, though most don't know which they are until they feel either the angel's kiss or her sword.
, : This creature deals 3 damage to target attacking or blocking creature. This creature doesn't untap during your next untap step.
There are few things as satisfying as a good, healthy thunk.
Flying
When this creature dies, exile target permanent.
In dark times, Truth bears a blade.
"When we of the Northern Verge claim a mount, no peasant's nag will do. It must be as strong as our virtue, and must join us of its own will."
—Sarlena, paladin of the Northern Verge
Flying
"Griffins do not serve. They give freely to those they trust."
—Amira, skycaptain of Thune
When this creature enters, you may return target enchantment card from your graveyard to your hand.
"In memories, we can find our deepest reserves of strength."
Whenever this creature attacks, it gets +1/+1 until end of turn.
"One day I will rest and join my comrades in the afterlife, but not while scum like you still sully this world."
Exile target black or red permanent.
"A world without evil? Boring. Give me vile fiends to smite and banish any day."
—Sarlena, paladin of the Northern Verge
Destroy all creatures.
Destroy target enchantment.
Behind every mage is a trail of shattered lies.
Enchant creature
When this Aura enters, you gain 3 life.
Enchanted creature gets +1/+3.
With an armory of light, even the squire may champion her people.
The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
[+2]: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.
[−2]: Destroy target tapped creature.
[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on this creature.
"The good don't sit and wait for the evil to act. They prepare to defend. They prepare to punish."
, : Tap target creature.
"The essence of a lawful society is swift deterrence."
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
"Your superstitions and mumblings are useless chaff before my righteousness."
As long as you control a Griffin creature, this creature gets +3/+3 and has flying.
After fighting alongside the griffin riders, older knights of Thune learned to admire a mount that could rip an enemy to shreds in seconds.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Once a griffin sentinel adopts a territory as its own, only death can force it to betray its post.
White creatures you control get +2/+2 until end of turn.
A dozen fighting for each other are worth a thousand fighting for themselves.
White creatures you control get +1/+1.
Together the soldiers were like a golden blade, cutting down their enemies and scarring the darkness.
Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
The spoils of war are not measured only in gold and silver.
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."
Target creature gets +2/+2 and gains flying until end of turn.
"The southern fortress taken by invaders? Heh, sure . . . when elephants fly."
—Brezard Skeinbow, captain of the guard
When this enchantment enters, exile another target nonland permanent.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchant creature
Enchanted creature can't attack or block.
For the first time in his life, Grakk felt a little warm and fuzzy inside.
Flying
First strike (This creature deals combat damage before creatures without first strike.)
A griffin is not just an eagle's wings and a lion's claws. It is also the fiercest of hearts.
During your turn, prevent all damage that would be dealt to you.
"There is a place deep within my soul where no foe can intrude and no tyrant can conquer."
—Sarlena, paladin of the Northern Verge
Defender
Whenever this creature blocks, you gain 3 life.
"Any hotheaded cub can raise a sword in anger."
Defender (This creature can't attack.)
When this creature dies, create a 3/3 white Bird creature token with flying.
A thin shell lies between the roc and a world of bite-sized treats.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Follow the light. In its absence, follow her.
"The walls of the wicked will fall before us. Ready the siege engines. We proceed to war!"
—General Avitora
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
The shield of unimpeachable purity is as strong as any wrought on the anvil.
Target creature gains protection from the color of your choice until end of turn.
When this creature enters, target opponent skips their next combat phase.
It did not escape the ambassador's notice that the sound of war drums could also marshal the city to attention.
Flying
Its hooves touch the earth only when a hero must rise.
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
The gods are not always kind, but they do have a soft spot for plucky underdogs.
When this creature enters, return target creature to its owner's hand.
"The universe is my instrument, and the song I play upon it is one you are forbidden to hear."
: Target creature an opponent controls attacks you this turn if able.
She lures victims with promises of flesh, captures them in a net of deceit, and destroys them in the embrace of the sea.
"The amphin have long built their society in secret. While surface dwellers squabbled over trivial borders, they patiently expanded, building their ammonite temple-caves. Now amphin priests eye the shore, and amphin hunters gird for war."
—Gor Muldrak, Cryptohistories
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
"It was too fast, even for our veteran archers. They might as well have been blowing it kisses."
—Vulok, elvish archer
: Draw a card.
"We draw our power from the infinite ocean of the mind, where all manner of things can be conceived."
—Azure creed
Flying
Whenever a source deals damage to this creature, that source's controller mills that many cards.
Counter target spell.
Flying
Whenever this creature attacks, target creature you control gains flying until end of turn.
"Once he's got you, hold on. Fall from a drake and you'll suffer much worse than a bruise."
—Garl, drake trainer
Merfolk are best known for their subtle magic. But those who try to fight them in their own territory quickly realize that merfolk are hardly defenseless on the field of battle.
Draw two cards.
"The key to unlocking this puzzle is within you."
—Doriel, mentor of Mistral Isle
Flying
This creature enters with three wish counters on it.
, Remove a wish counter from this creature: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
Counter target red or green spell.
"Is cold merely the absence of heat, or a force unto itself? Would a display of its power help you decide?"
—Zubarek, Icewinder Magus
Enchant creature
Enchanted creature has flying.
"Those who claim to know the world in its entirety rarely have the requisite perspective."
—Ulmarus the Wise
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
If you have to be stuck somewhere for a while, it's better to be stuck there with a friend.
Whenever this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Whenever this creature enters or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
This creature can't attack unless there are five or more Islands on the battlefield.
Like most giant monsters villagers worship as gods, it proves a fickle master.
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
When enchanted creature becomes the target of a spell or ability, destroy this Aura.
[+1]: Draw a card. Target player mills a card.
[0]: Target player mills ten cards.
[−7]: Any number of target players each draw twenty cards.
, : Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"This is a sacred duty. Master Beleren's trust has bought an eternity of my loyalty."
Whenever you draw a card, you may have target player mill a card.
"You should try to clear your mind of idle thoughts. And if you can't, I will."