Creature — Angel (3/3)
Flying
When Angel of Mercy enters the battlefield, you gain 3 life.
Creature — Angel Ally (4/4)
Flying
When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
Creature — Angel (5/5)
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying
When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Creature — Angel (3/4)
Flying
When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
Creature — Angel (5/6)
Flying
When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
Creature — Angel (3/3)
Flying
When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel (5/4)
Flash
Flying
When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
Creature — Angel (4/4)
Flying
Cycling (, Discard this card: Draw a card.)
Artifact Creature — Angel (5/7)
Flying
When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature — Angel Cleric (1/3)
Flying, lifelink
Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
Creature — Angel (2/2)
Flying
If you would gain life, you gain that much life plus 1 instead.
Angel of Vitality gets +2/+2 as long as you have 25 or more life.
Creature — Angel (5/6)
Flying
Each opponent who cast a spell this turn can't attack with creatures.
Each opponent who attacked with a creature this turn can't cast spells.
Creature — Cat Angel (1/1)
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it.
As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
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 (5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Angel Advisor (3/3)
This spell costs less to cast for each Citizen you control.
Flying
Creature — Angel (5/3)
Flying
As long as you control a Human, Angelic Overseer has hexproof and indestructible.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.