The next creature spell you cast this turn can be cast as though it had flash. When that creature enters this turn, it gains lifelink until end of turn.
With uncanny speed the forces of Khaliz-Dorahn appeared, ready to defeat Rallios.
Mill five cards. You may choose up to two nonland cards with mana value 2 or less milled this way. You may cast one without paying its mana cost. Put the rest into your hand. Coalesce {6}{G}{W}(You may cast this from your graveyard for {6}{G}{W}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Flying, vigilance
Whenever a permanent you control leaves the battlefield, you may return another card with lesser mana value that shares a type with it from your graveyard to your hand.
Trample {1}{G}{W}, Discard Enduring Force: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. {G}{W}: Return Enduring Force from your graveyard to your hand. Activate only as a sorcery.
Create four 1/1 white Soldier creature tokens, then put a +1/+1 counter on each of up to four creatures you control. Draw a card for each creature you control with power 4 or greater. You gain 4 life.
When the Relonche started winning the war of attrition, Upanqui revealed his real army.
As long as it's your turn, planeswalkers you control are X/X creatures with indestructible that are still planeswalkers, where X is the number of loyalty counters on them. Prevent all damage that would be dealt to planeswalkers you control during your turn.
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.