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.
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, vigilance {2}{W}, {T}: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. {2}{W}, {T}, Exert Angel of Condemnation: Exile another target creature until Angel of Condemnation leaves the battlefield.
Flying Delirium — Whenever Angel of Deliverance deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
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.
Flash; convoke Flying When Angel of Salvation enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Flying When Angel of Sanctions enters, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm {5}{W}
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.