Test of Endurance

At the beginning of your upkeep, if you have 50 or more life, you win the game.

Angel of Indemnity

Flying, lifelink
When Angel of Indemnity enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Angel of Indemnity

Flying, lifelink
When Angel of Indemnity enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Keeper of the Accord

At the beginning of each opponent’s end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent’s end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Keeper of the Accord

At the beginning of each opponent’s end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent’s end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Enterprising Scallywag

At the beginning of your end step, if you descended this turn, create a Treasure token. (You descended if a permanent card was put into your graveyard from anywhere.)

Keeper of the Accord

At the beginning of each opponent’s end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent’s end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Witch-king, Bringer of Ruin

Flying
Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.

Court of Grace

When Court of Grace enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you’re the monarch, create a 4/4 white Angel creature token with flying instead.

Witch-king, Bringer of Ruin

Flying
Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.

Keeper of the Accord

At the beginning of each opponent’s end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent’s end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Court of Grace

When Court of Grace enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you’re the monarch, create a 4/4 white Angel creature token with flying instead.

Test of Endurance

At the beginning of your upkeep, if you have 50 or more life, you win the game.

Test of Endurance

At the beginning of your upkeep, if you have 50 or more life, you win the game.

Evangel of Synthesis

When Evangel of Synthesis enters, draw a card, then discard a card.
As long as you’ve drawn two or more cards this turn, Evangel of Synthesis gets +1/+0 and has menace.

Archpriest of Iona

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.

Ritual Guardian

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.

Millicent, Restless Revenant

This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.

Millicent, Restless Revenant

This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.

Millicent, Restless Revenant

This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.

Millicent, Restless Revenant

This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.

Ritual Guardian

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.

Mantle of the Ancients

Enchant creature you control
When Mantle of the Ancients enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.