When Everything Is Going Great enters, create a 4/4 Elemental creature token that's all colors. At the beginning of your end step, exile up to one other target nonland permanent you control, then return it to the battlefield under your control.
At the beginning of your upkeep, create a 1/1 white Soldier creature token. {1}{G}{W}: Create a 1/1 white Soldier creature token. Activate only during your upkeep and only if Faith is in your graveyard.
Vigilance Whenever Fate Tracer attacks, rediscover a creature or enchantment card X times, where X is Fate Tracer's power. (Repeat this process X times: Look at the top card of your library. You may reveal it and put it into your hand if it's a creature or enchantment card. Otherwise, put it back or into your graveyard.)
Permanents you control gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to you this turn. You gain hexproof until end of turn.
As Fortified Village enters, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters tapped. {T}: Add {G} or {W}.
Vigilance, reach Identity — As long as you control at least two other creatures that share a creature type with Gallord of the Order, other creatures you control get +1/+1 and have first strike.
(Color indicator: Garden Cherub is white and green)
Garden Cherub's power and toughness are each equal to the number of creatures you control. Garden Cherub can't be blocked by creatures with power 2 or less.
Whenever one or more +1/+1 counters are put on a creature you control, you may search your library for a creature card, reveal it, put it into your hand, then shuffle.
Alone, they are the best of the best. Together, they are unbeatable.
Rouse 2, then you gain 1 life for each creature you control. (Distribute two +1/+1 counters among permanents you control. If they aren't creatures, tap them and they become 0/0 creatures in addition to their other types.)
Guang Shrine enters tapped. {T}: Add {G} or {W}. {G/W}, {T}, Sacrifice Guang Shrine: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
Creature spells you cast cost {1} less to cast. Whenever you attack, target attacking creature you control gets +1/+1 until end of turn. If it's legendary, put a +1/+1 counter on it instead.
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) {2}{G}{W}: Create an Idol token. Prevent all damage that would be dealt to and dealt by target creature this turn. At the beginning of your end step, if you're in a renaissance and you control ten or more Idols, you win the game.
If one or more counters would be put on a permanent you control, you may have that many counters plus one or that many counters minus one put on that permanent instead.
“The town of Nightrail harbors criminals and murders Judges. Nightrail's existence can no longer be tolerated.”