If another multicolored card would be put into your graveyard from anywhere other than your hand or library, if no cards exiled with An'yama, Elder Guardian are exactly that card's colors, you may instead exile that card and put a +1/+1 counter on An'yama. As long as An'yama has four or more counters on them, they have protection from everything.
This spell costs {2} more to cast for each target beyond the first. Choose one or more — • Anax's Endeavor deals 2 damage to any target. • Destroy target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. • Destroy target artifact. Scry 1.
Haste Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +3/+0 until end of turn.) Whenever Anaz, Bloodmother attacks, create a 2/1 red Lizard creature token with frenzy 2 that's tapped and attacking.
When Ancestral Council enters the battlefield, search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
At the beginning of your upkeep, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”) {5}{W}{W}, Sacrifice three Idols: Return target creature card from your graveyard to the battlefield with three +1/+1 counters on it.
Equipped creature has “Whenever this creature attacks or blocks, choose a creature card in your graveyard. This creature gets +X/+Y until end of turn, where X is that card's power and Y is its toughness.” Equip {2}
When Ancient of the Glade enters the battlefield, put a +1/+1 counter on each other creature you control. {2}, Remove a +1/+1 counter from a creature you control: That creature gains indestructible until end of turn.
Flying Whenever Angel of the Eclipse deals combat damage, it deals that much damage to each attacking and blocking creature. Prevent all damage that would be dealt to Angel of the Eclipse by sources you control.
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 Angelic Destiny to its owner's hand.