Creature — Beast (1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Plant Zombie (1/1)
Scavenge (, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
Creature — Goblin Warrior (2/1)
Tattermunge Maniac attacks each combat if able.
Creature — Human Druid (1/1)
( can be paid with either or .)
Sacrifice Wild Cantor: Add one mana of any color.
Creature — Dog Archer (3/4)
Reach (This creature can block creatures with flying.)
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Creature — Ouphe (3/3)
Sacrifice Aerie Ouphes: It deals damage equal to its power to target creature with flying.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Dog Archer (4/1)
Ainok Artillerist has reach as long as it has a +1/+1 counter on it. (It can block creatures with flying.)
Creature — Volver (3/3)
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If Anavolver was kicked with its kicker, it enters the battlefield with two +1/+1 counters on it and with flying.
If Anavolver was kicked with its kicker, it enters the battlefield with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver."
Creature — Elder Dragon (7/7)
Flying
Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Creature — Avatar (4/4)
Draft Animus of Predation face up.
As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.)
If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
Creature — Frog Beast (1/4)
Reach (This creature can block creatures with flying.)
: Anurid Swarmsnapper can block an additional creature this turn.
Creature — Spider Mutant (0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Legendary Creature — Spirit (5/5)
, : Arashi, the Sky Asunder deals X damage to target creature with flying.
Channel — , Discard Arashi: Arashi deals X damage to each creature with flying.
Creature — Giant (6/6)
Reach
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When Arbor Colossus becomes monstrous, destroy target creature with flying an opponent controls.
Creature — Snake Archer (5/2)
Defender
Reach (This creature can block creatures with flying.)
Creature — Human Cleric (1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When Archfiend's Vessel enters the battlefield, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
Creature — Human Cleric (0/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Bird (1/1)
Flying
Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Snow Creature — Spirit (1/1)
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.
: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
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