{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability. When Personal Incarnation dies, its owner loses half their life, rounded up.
"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said." —Maeveen O'Donagh, Memoirs of a Soldier
Enchant creature As Prismatic Ward enters the battlefield, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
Prevent the next 3 damage that would be dealt to target creature this turn. At the beginning of the next end step, put a +0/+1 counter on that creature for each 1 damage prevented this way.
"Divine gifts are granted to those who are worthy." —Halvor Arenson, Kjeldoran priest
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.
Flying Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph.
Enchant creature At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay {W}{W}. Enchanted creature can't attack or block, and its activated abilities with {T} in their costs can't be activated.
Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation."
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
These spirits of the air are winsome and wild and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.
Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay {1}{U}. You control enchanted creature. Enchanted creature gets +0/+1.
"What I want, I take." —Gustha Ebbasdotter, Kjeldoran royal mage