First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything black.) 2/2
Partner with Khorvath Brightflame (When this creature enters, target player may put Khorvath into their hand from their library, then shuffle.) Double strike Dragons your team controls have double strike. 2/2
Vigilance If one or more creature tokens would be created under your control, three times that many of those tokens are created instead. When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner’s control. 6/6 // Temple of Civilization Land (Transforms from Ojer Taq, Deepest Foundation.) {T}: Add {W}. {2}{W}, {T}: Transform Temple of Civilization. Activate only if you attacked with three or more creatures this turn and only a...
When Knight-Captain of Eos enters, create two 1/1 white Soldier creature tokens. {W}, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn. 2/2
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Search your library for up to three Aura cards with different names, reveal them, put them into your hand, then shuffle.
You have hexproof. (You can’t be the target of spells or abilities your opponents control.) 2/1
Whenever you cast a creature spell, choose one — • Create a 1/1 colorless Gnome artifact creature token. • Create a token that’s a copy of target artifact token you control. 2/4
Trample At the beginning of your upkeep, if you control a blue permanent, you may create a token that’s a copy of Mirror-Sigil Sergeant. 4/4
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink, indestructible 3/3
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner’s hand.
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
Whenever a creature you control dies, you gain life equal to that creature’s toughness.