Flying Concord — When Archangel of Accord enters the battlefield, if there are four or more card types among permanents you control, destroy all other creatures.
When Asham's Path enters the battlefield, you gain 8 life. {1}{W}{W}: Transform Asham's Path. Activate only if your fealty to Plains is five or greater.
As Guiding Light enters the battlefield, choose a color. You have hexproof from the chosen color. If a creature you control would be dealt damage by a source of the chosen color, prevent 1 of that damage.
When Hall of Remembrance enters the battlefield, create two 1/1 white Spirit creature tokens with flying. Whenever a Spirit enters the battlefield under your control, you gain 1 life.
When Hand of Fidelity enters the battlefield, creatures you control get +1/+1 until end of turn. At the beginning of your upkeep, if your fealty to Plains is five or greater, transform Hand of Fidelity. (Each Plains you control counts towards your fealty to Plains.)
Chosen one ({W}{U}{B}{R}{G}: Transform this permanent.) When Keeper of Holy Lands enters the battlefield, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top of it.
Flying Whenever a nontoken, noncreature, nonland permanent enters the battlefield under your control, create a token that's a copy of that permanent except it has no mana cost and it isn't legendary.
As Mercantile Accords enters the battlefield, choose a number. Whenever an opponent casts a spell with the chosen mana value, you draw a card and create a Treasure token.
“No one beats my prices. At least, not for very long.” —Ramzi, traveling merchant
Exile target creature. If its power is 3 or greater, return that card to the battlefield under its owner's control at the beginning of the next end step.
Any can make the journey. Only those strong in faith can survive it.