Flying At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.
Pelakka Caverns enters the battlefield tapped. {T}: Add {B}.
"As a child, I was afraid of the dark. Now, I'm afraid of the things I know are lurking in the dark, waiting to bite my head off." —Sneeflebrix, expedition rogue
Whenever another creature you control enters the battlefield or dies, if that creature's power is greater than Pelt Collector's, put a +1/+1 counter on Pelt Collector. As long as Pelt Collector has three or more +1/+1 counters on it, it has trample.
Enchant creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature gains shroud until end of turn. {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
The Champion and her companions marched through the night, but the battle was over before they arrived. In the middle of the carnage sat a solitary minotaur, lost in what seemed to the Champion to be thought. —The Theriad
Enchant creature As Pentarch Ward enters the battlefield, choose a color. When Pentarch Ward enters the battlefield, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward.