Flying Whenever Ancient Gold Dragon deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Reach You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Flying Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Reach As long as Andrios is attacking, tapped creatures you control with base power and toughness 4/3 have base power and toughness 16/9. {T}: Add {W}{U}{B}{R}{G}. Creature spells you spend this mana to cast have their base power and toughness become 4/3.
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, 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.
Flying When Angel of Serenity enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.