Enchant creature Enchanted creature gets +1/+0 and has vigilance. When enchanted creature dies, return this card to the battlefield transformed under your control attached to target opponent.
Training Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
This spell has flash as long as you control a Spirit. When you cast this spell, tap up to two target creatures you don't control. Enchant creature you control Enchanted creature gets +1/+2.
Whenever you gain life, put a +1/+1 counter on this creature. As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance. As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.