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.

Butcher of Malakir

Flying
Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.

Admonition Angel

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.

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.)

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.

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.

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.

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.

Kor Skyfisher

Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner’s hand.

Living Tsunami

Flying
At the beginning of your upkeep, sacrifice Living Tsunami unless you return a land you control to its owner’s hand.

Guul Draz Specter

Flying
Guul Draz Specter gets +3/+3 as long as an opponent has no cards in hand.
Whenever Guul Draz Specter deals combat damage to a player, that player discards a card.

Tempest Owl

Kicker (You may pay an additional as you cast this spell.)
Flying
When Tempest Owl enters the battlefield, if it was kicked, tap up to three target permanents.

Roil Elemental

Flying
Landfall — Whenever a land enters the battlefield under your control, you may gain control of target creature for as long as you control Roil Elemental.