Creature — Angel (3/3)
Flying
Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
Creature — Angel Mercenary (4/4)
Flying, vigilance
Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
Legendary Creature — Dragon Spirit (5/4)
Flying, vigilance
When Ao, the Dawn Sky dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature — Angel // Legendary Creature — Angel (4/4)
Flash
Flying, vigilance
When Archangel Avacyn enters the battlefield, creatures you control gain indestructible until end of turn.
When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
Avacyn, the Purifier
Flying
When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
Artifact Creature — Shapeshifter (5/5)
: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
Legendary Creature — Angel (5/4)
Flying, vigilance
: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.
: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.
Creature — Human Peasant // Creature — Spirit (0/4)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Generous Soul
Flying, vigilance
If Generous Soul would be put into a graveyard from anywhere, exile it instead.
Creature — Bird Cleric (2/3)
Flying
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
Creature — Dragon // Sorcery — Adventure (4/4)
Flying, vigilance
Rob the Hoard
Return target artifact, enchantment, or legendary card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Legendary Artifact Creature — Robot (1/1)
When D00-DL, Caricaturist enters the battlefield, create a 4/4 colorless Sketch creature token, which you have fifteen seconds to draw. The token has flying if it has wings in its art. The same is true for first strike and a sword, vigilance and a shield, menace and mean eyes, trample and horns, deathtouch and claws, lifelink and fangs, and haste and footwear.
Creature — Bird (3/3)
Flying
When Dawnfeather Eagle enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel Warrior (1/1)
Flying, vigilance
When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Creature — Human Monk (0/0)
Vigilance
Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
When Geist-Honored Monk enters the battlefield, create two 1/1 white Spirit creature tokens with flying.
Legendary Creature — Angel (2/2)
Flying, vigilance
Each other Angel you control enters the battlefield with an additional +1/+1 counter on it for each Angel you already control.
: Add . Spend this mana only to cast an Angel spell.
Creature — Vampire Soldier (4/4)
Pay 2 life: Glorifier of Dusk gains flying until end of turn.
Pay 2 life: Glorifier of Dusk gains vigilance until end of turn.
Creature — Griffin (3/2)
Flying, vigilance
When Goldmane Griffin enters the battlefield, you may search your library and/or graveyard for a card named Ajani, Inspiring Leader, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creature — Griffin (1/3)
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Avatar (3/2)
Vigilance
When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
Creature — Angel (3/4)
Flying, vigilance
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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