{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
Shield Mare can't be blocked by red creatures. Whenever Shield Mare enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. As long as enchanted creature is white, it gets +1/+1 and has flying.
Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip {2}
Defender When Shield-Wall Sentinel enters, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
{T}: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.