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}
Ascend Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}
Split second You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Whenever you're dealt damage, you may put that many charge counters on this artifact. {2}, {T}, Remove four charge counters from this artifact: You gain 2 life and draw a card.
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return this card to its owner's hand.
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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.
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.