Enchant creature Enchanted creature has lifelink. 1W: Attach Felidar Umbra to target creature you control. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
During your turn, spells your opponents cast cost 1 more to cast and abilities your opponent activate cost 1 more to activate unless they're mana abilities. Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
Defender, flying Whenever Flumph is dealt damage, you and target opponent each draw a card.
Defender, flying At the beginning of your end step, you may gain life equal to the power of target creature you control.
Defender, flying Cumulative upkeep—An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
(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.
Flying, lifelink Creatures entering or dying don’t cause abilities to trigger.
When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don’t control with mana value 4 or less. When Skyclave Apparition leaves the battlefield, the exiled card’s owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creatures you control have first strike. Creatures your opponents control lose first strike and can’t have or gain first strike.
Protection from black and from red When Sanctifier en-Vec enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
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.
Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it’s a creature card, it can be turned face up any time for its mana cost.)