When Ancient of the Glade enters, 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.
At the beginning of your upkeep, judge target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.) Whenever you sacrifice a creature, each opponent loses 1 life.
You may play Anemone Cluster from your graveyard as long as seven or more cards are in your graveyard. Anemone Cluster enters tapped. {T}: Add {G} or {U}. Cycling {1}{G}{U}({1}{G}{U}, Discard this card: Draw a card.)
At the beginning of each end step, if you drew and/or discarded six or more cards this turn, return Anemothrys, Reefcrown from your graveyard to the battlefield. Cycling {R}{G}({R}{G}, Discard this card: Draw a card.)
Flash Flying When Angel of Redemption enters, if another target creature you control would die this turn, exile it instead. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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.
Flying Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Angel of the Flock's power and toughness are each equal to the number of creatures you control.
Reach Erratic (When this creature dies, reveal the top four cards of your library. Put a creature card that costs less than this revealed this way onto the battlefield and the rest on the bottom of your library in any order.) When Angelbane Spider enters, destroy target creature with flying.
Angelfire deals X damage to up to one target. If only {R} was spent to cast this spell and X is 5 or more, Angelfire deals X damage to each opponent and each creature and planeswalker your opponents control instead.
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.
Whenever Angeltouched Dryad or another permanent you control is turned face up, add {C}{C}. Morph {2}(You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)