Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.) {6}: Unlock Ancient Maze. If the revealed card is green, put it into your hand. Otherwise, put it on top of your library.
Draw two cards. Then discard a card unless you control an embattled creature. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
“Ink fades. Stone erodes. Lasting wisdom is etched into flesh and carried by blood.”
When Ancient Tablet enters, scry 2. {2}, Sacrifice Ancient Tablet: You may shuffle any number of target cards from your graveyard into your library. Draw a card.
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.
Choose two — • Target creature gets -2/-2 until end of turn. • You gain 2 life. • Amass Soldiers 1. (Put a +1/+1 counter on an Army you control. It's also a Soldier. If you don't control one, create an 0/0 black Soldier Army creature token first.)
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.)
This spell costs {X} less to cast, where X is the amount of life you've gained this turn. Flying When Angel of Sunrise enters, each opponent exiles a Spirit, Vampire, Werewolf, Zombie, or double-faced permanent they control.
Flying Whenever you cast a spell from anywhere other than your hand, you may choose one — • Draw a card, then discard a card. • Angel of Wisdom phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
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.
Whenever you gain life, draw a card. This ability triggers only once each turn. {6}: Angelic Statue becomes a 3/3 white Angel creature with flying and lifelink until end of turn.
Imbued with human devotion and angelic compassion.
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.)
Flash Rhapsody {5}{U}{U}(Pay {5}{U}{U} to cast this as a 4/4, or once it is in play to make it become a 4/4.) Animus Channeler's rhapsody cost can be paid any time you could cast an instant.
Flash You may cast Elemental spells as though they had flash. Once each turn, when you cast an instant spell, you may put a +1/+1 counter on target Elemental you control.
Create two 1/1 red Elemental creature tokens. When you do, target creature you control gets +X/+X and gains trample until end of turn, where X is the number of Elementals you control.
Exile target attacking creature. You get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
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