Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2}
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible. 5/3
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Whenever an Angel enters the battlefield under your control, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
When Charming Prince enters the battlefield, choose one — • Scry 2. • You gain 3 life. • Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
Changeling (This card is every creature type at all times.) Creatures target player controls get +0/+1 and gain all creature types until end of turn.
Double strike Eternalize 3WW (3WW, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Cat with no mana cost. Eternalize only as a sorcery.)
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
Remove Once More with Feeling from the game as well as all cards in play and in all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player’s life total is set to 10. DCI ruling: This card is restricted. (You cannot play with more than one in a deck.)
T: Creatures you control gain protection from the color(s) of target permanent you control until end of turn.
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.