Put a divinity counter on target creature. It gains “This creature has indestructible as long as it has divinity counter on it.” (This effect lasts indefinitely.)
You may look at the top card of your library and face-down permanents you don't control. {T}: Exile the top card of your library. If it's an Angel card or a card with morph, you may play that card this turn.
Vanishing 4 (This permanent enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Doomed Fate leaves the battlefield, if it had no time counters on it, destroy all nonland permanents.
Enchant creature When Double Arming enters, put a +1/+1 counter on enchanted creature. Enchanted creature has menace. {5}: Return Double Arming to its owner's hand.
Ferocious — If you control a creature with power 4 or greater, you may cast Dragon Grip as though it had flash. (You may cast it any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+0 and has first strike.
Trample Art of war — At the beginning of your end step, if Dragon's Wake dealt damage to an opponent this turn, gain control of target land for as long as Dragon's Wake remains on the battlefield. Tap three untapped creatures you control: Dragon's Wake becomes an artifact creature until end of turn.
Defender A deck can have any number of cards named Dragonwall Fragment. At the beginning of your upkeep, if you control twenty or more creatures named Dragonwall Fragment, you win the game.