Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip {2}
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
Flash Flying When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. {4}{W}{W}, Exile Angel of Grace from your graveyard: Your life total becomes 10.
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm {5}{W}
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1.
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it.
Elspeth shone like a sixth sun, inspiring hope in the Mirrans and terror in New Phyrexia.