Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink, indestructible 3/3
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner’s hand.
Shroud (This creature can’t be the target of spells or abilities.) Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) 5/5
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
Whenever a creature you control dies, you gain life equal to that creature’s toughness.
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
When Forge Anew enters, return target Equipment card from your graveyard to the battlefield. During your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns.
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Lifelink When Intrepid Adversary enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
Enchant permanent Enchanted permanent has indestructible. (Effects that say “destroy” don’t destroy that permanent. A creature with indestructible can’t be destroyed by damage.)
Cumulative upkeep—Pay 2 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.) Prevent all damage that would be dealt to creatures you control.
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller’s life total.
Creatures can't attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of enchantments you control.