Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.) If this creature would die, you may instead put a card or token merged with it into its owner's graveyard. If you do, remove all damage marked on this creature.
Lifelink Prevent all combat damage that would be dealt to embattled creatures you control. (A creature is embattled if it has a counter on it or a permanent you control attached to it.)
Enchant creature Enchanted creature gets +2/+2. At the beginning of combat on your turn, enchanted creature gains your choice of flying, vigilance, or lifelink until end of turn.
Flash Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.) {T}: Target creature gets +0/+4 until end of turn.
Flying Whenever Venerated Sanctity deals combat damage to a player, put a faith counter on it. Then you may pay {X}{W} and sacrifice Venerated Sanctity. When you do, exile target nonland permanent with mana value less than or equal to X plus the number of faith counters on Venerated Sanctity.
Opponents drawing a card during your turn causes one death knell of a permanent you control to trigger. Death knell — Spells target opponent casts this turn cost {1} more to cast. (As a creature you control dies, trigger one death knell of that creature or another permanent you control.)
A whole plane's worth of sorrows all came together, and decided it didn't want to be forgotten.
When Verdict of the Council enters, exile up to one target creature until Verdict of the Council leaves the battlefield. White creatures you control get +1/+0.
“Jail the traitors, and call our troops to arms!” —Jirada, elder of Caulte
“Vorinclex insists on engineering life through survival of the fittest, but true perfection can only be crafted by an equally perfect hand.” — Elesh Norn, Grand Cenobite
Whenever a creature you control dies, you may pay {W}. If you do, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.) {2}{W}, {T}: Return target creature card from your graveyard to the battlefield. Activate this ability only if you are glorious.
When Virtue of Propriety enters, return target creature card with mana value 3 or less from your graveyard to your hand.
“I know what Xenocrata intends, but while the Coalition moves by sea, we cannot risk making enemies of her fleets by openly defying her.” —Kanvar to Cathette
Once each turn, you may activate an additional loyalty ability of a planeswalker you control. [+1]: You gain 1 life for each loyalty ability you've activated this turn. Scry 1. [0]: Put a +1/+1 counter on target creature. It can't attack or block until your next turn. [–3]: Exile target creature with power 4 or greater.
Flash When Visage of Hope enters, you gain 3 life.
As the cracks in the Blackwall grew, the purpose starved of Dusk City glimpsed something greater. In the neon reflections of bleak alleys, faith slowly returned.
Whenever you attack, create a colorless Equipment artifact token with “Equipped creature gets +1/+1” and equip {1}. Attach it to an attacking creature you control. At the beginning of your end step, untap each embattled creature you control. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
This spell costs {2} less to cast if 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.) Destroy target tapped creature.
“Even if a greater force guides your hand, it is only you who can lift it.” —Margyd, Sanctum Commander