Flying
As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result.
At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result.
At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result.
Keyword: Flying
Humming-
Flying
Whenever you attack with two or more creatures,
Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Archon of Sun’s Grace
Flying, lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
Shimmerwing Chimera
Flying
At the beginning of your upkeep, return up to one other target enchantment you control to its owner’s hand.
Aphemia, the Cacophony
Flying
At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Nightmare Shepherd
Flying
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that creature, except it’s 1/1 and it’s a Nightmare in addition to its other types.
Dream Trawler
Flying, lifelink
Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn.
Whenever Dream Trawler attacks, draw a card.
Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
Thryx, the Sudden Storm
Flash
Flying
Spells you cast with converted mana cost 5 or greater cost less to cast and can’t be countered.
Scavenging Harpy
Flying
When Scavenging Harpy enters the battlefield, exile target card from an opponent’s graveyard.
Aphemia, the Cacophony
Flying
At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Thaumaturge’s Familiar
Flying
When Thaumaturge’s Familiar enters the battlefield, scry 1.
Dream Trawler
Flying, lifelink
Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn.
Whenever Dream Trawler attacks, draw a card.
Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
Sunmane Pegasus
Flying
: Sunmane Pegasus gains vigilance and lifelink until end of turn.
Sphinx Mindbreaker
Flying
When Sphinx Mindbreaker enters the battlefield, each opponent mills ten cards.
Witness of Tomorrows
Flying
: Scry 1.
Mindwrack Harpy
Flying
At the beginning of combat on your turn, each player mills three cards.
Thryx, the Sudden Storm
Flash
Flying
Spells you cast with converted mana cost 5 or greater cost less to cast and can’t be countered.
Demon of Loathing
Flying, trample
Whenever Demon of Loathing deals combat damage to a player, that player sacrifices a creature.
Nightmare Shepherd
Flying
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that creature, except it’s 1/1 and it’s a Nightmare in addition to its other types.
Archon of Falling Stars
Flying
When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
Thryx, the Sudden Storm
Flash
Flying
Spells you cast with converted mana cost 5 or greater cost less to cast and can’t be countered.
Mischievous Chimera
Flying
Whenever you cast your first spell during each opponent’s turn, Mischievous Chimera deals 1 damage to each opponent. Scry 1.
Transcendent Envoy
Flying
Aura spells you cast cost less to cast.
Archon of Sun’s Grace
Flying, lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
Phoenix of Ash
Flying, haste
: Phoenix of Ash gets +2/+0 until end of turn.
Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Phoenix of Ash escapes with a +1/+1 counter on it.