Flying
Landfall — Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.
When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners’ control.
Keyword: Flying
Apex Hawks
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Lightkeeper of Emeria
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When Lightkeeper of Emeria enters the battlefield, you gain 2 life for each time it was kicked.
Horizon Drake
Flying, protection from lands
Archon of Redemption
Flying
Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature’s power.
Mordant Dragon
Flying
: Mordant Dragon gets +1/+0 until end of turn.
Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to target creature that player controls.
Abyssal Persecutor
Flying, trample
You can’t win the game and your opponents can’t lose the game.
Voyager Drake
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times Voyager Drake was kicked.
Pilgrim’s Eye
Flying
When Pilgrim’s Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Plague Stinger
Flying
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Skeletal Vampire
Flying
When Skeletal Vampire enters the battlefield, create two 1/1 black Bat creature tokens with flying.
, Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying.
Sacrifice a Bat: Regenerate Skeletal Vampire.
Vampire Bats
Flying (This creature can’t be blocked except by creatures with flying or reach.)
: Vampire Bats gets +1/+0 until end of turn. Activate this ability no more than twice each turn.
Howling Banshee
Flying
When Howling Banshee enters the battlefield, each player loses 3 life.
Faerie Macabre
Flying
Discard Faerie Macabre: Exile up to two target cards from graveyards.
Shepherd of the Lost
Flying, first strike, vigilance
Iona, Shield of Emeria
Flying
As Iona, Shield of Emeria enters the battlefield, choose a color.
Your opponents can’t cast spells of the chosen color.
Welkin Tern
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Welkin Tern can block only creatures with flying.
Malakir Bloodwitch
Flying, protection from white
When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Kor Aeronaut
Kicker (You may pay an additional as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
Sky Ruin Drake
Flying
Umara Raptor
Flying
Whenever Umara Raptor or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Umara Raptor.
Gomazoa
Defender, flying
: Put Gomazoa and each creature it’s blocking on top of their owners’ libraries, then those players shuffle their libraries.
Merfolk Wayfinder
Flying
When Merfolk Wayfinder enters the battlefield, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
Shepherd of the Lost
Flying, first strike, vigilance
Sphinx of Lost Truths
Kicker (You may pay an additional as you cast this spell.)
Flying
When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if it wasn’t kicked, discard three cards.