(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature’s toughness.
Creatures you control have first strike. Creatures your opponents control lose first strike and can’t have or gain first strike.
Enchant creature {2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner’s control. If you do, return the other cards exiled this way to the battlefield under their owners’ control attached to that creature.
Flying, first strike When White Orchid Phantom enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
As long as Adanto Vanguard is attacking, it gets +2/+0. Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy it.)
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.
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn
Flying, first strike When White Orchid Phantom enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Put all creatures on the bottom of their owners’ libraries. Miracle {W} (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
Vigilance When Claim Jumper enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
Enchant creature Enchanted creature has lifelink. {1}{W}: Attach Felidar Umbra to target creature you control. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)