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.
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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, lifelink When Angel of Indemnity enters the battlefield, return target permanent card with mana value 4 or less from your graveyard to the battlefield. Encore {6}{W}{W}
Flash; convoke Flying When Angel of Salvation enters the battlefield, 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 the battlefield, 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 the battlefield, 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.
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.
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.