Creature — Human Cleric (0/3)
Defender
When Wingmantle Chaplain enters the battlefield, create a 1/1 white Bird creature token with flying for each creature with defender you control.
Whenever another creature with defender enters the battlefield under your control, create a 1/1 white Bird creature token with flying.
Creature — Bird Guest (2/4)
Flying
When this creature enters the battlefield, you may put a name sticker on it. You gain X life, where X is the number of unique vowels on that sticker. (The vowels are A, E, I, O, U, and Y.)
Legendary Creature — Human Warrior (4/4)
When Abdel Adrian, Gorion's Ward enters the battlefield, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.
Choose a Background (You can have a Background as a second commander.)
Creature — Lammasu (4/3)
Flying
When Absolving Lammasu enters the battlefield, all suspected creatures are no longer suspected.
When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
Creature — Angel (6/6)
Flying
Landfall — Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.
When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
Creature — Dwarf Artificer (2/3)
Vigilance
When Aether Inspector enters the battlefield, you get (two energy counters).
Whenever Aether Inspector attacks, you may pay . If you do, create a 1/1 colorless Servo artifact creature token.
Creature — Cat Soldier (3/3)
Whenever an enchantment enters the battlefield under your control, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
Creature — Phyrexian Samurai (3/4)
When Alabaster Host Intercessor enters the battlefield, exile target creature an opponent controls until Alabaster Host Intercessor leaves the battlefield.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature — Human Soldier (3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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 (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 — Archon (5/5)
Flying
When Archon of Coronation enters the battlefield, you become the monarch.
As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
Creature — Elf Artificer (3/3)
When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it.
Artifact Creature — Construct (2/2)
As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way.
Creature — Bird Cleric (3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Battle Priest enters the battlefield, you gain 3 life.
Creature — Bird Soldier (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Cloudchaser enters the battlefield, destroy target enchantment.
Creature — Human Wizard (2/2)
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Creature — Spirit (1/1)
Flying
Haunt (When this creature dies, exile it haunting target creature.)
When Belfry Spirit enters the battlefield or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
Legendary Creature — Human Soldier (3/3)
Whenever Beregond of the Guard or another Human enters the battlefield under your control, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Vampire Cleric (1/1)
When Bishop of Binding enters the battlefield, exile target creature an opponent controls until Bishop of Binding leaves the battlefield.
Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
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