Flash Whenever Whimsical Dancer enters or is exerted, target creature gets +1/+0 and gains first strike until end of turn. You may exert Whimsical Dancer as it attacks. (An exerted creature won't untap during your next untap step.)
Draw two cards, then discard two cards if it's a combat step. Quickdraw {U}(When a creature you control blocks or becomes blocked, you may cast this spell for {U}.)
Put target instant or sorcery card from your graveyard on top of your library. Inscribe {3}{U}({3}{U}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
This spell costs {2} less to cast if it targets a creature or planeswalker card with mana value 3 or less. Return target creature or planeswalker card from your graveyard to the battlefield.
Create a 1/1 white Spirit creature token with flying. Whenever a nontoken creature you control dies, you may pay {W} and exile Whispered Wishes from your graveyard. If you do, create a 1/1 white Spirit creature token with flying.
Whenever Whitepeak Channeler deals combat damage to a creature, tap that creature. That creature doesn't untap during its controller's next untap step.
“I need not be atop the Whitepeak to embrace its power.”
Flying (This creature can't be blocked except by creatures with flying or reach.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
You may exert Wiedfree Behemoth as it attacks. When you do, it gets +3/+3 and gains trample until end of turn. (An exerted creature won't untap during your next untap step.)
“Witness majesty. Witness monstrosity. Witness death. Witness life.” —Tales of the Wild, Vol. II
Target creature gains lifelink or winnow until end of turn. (Damage dealt to it also causes its controller to lose that much life.) Put the bottom card of your library into your hand.
When Wild Entourage enters, create two 1/1 colorless Construct Actor creature tokens. {4}{G}: Wild Entourage gets +2/+2 and gains trample until end of turn.
So great is their chemistry that they're either cast as a group or not at all.