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Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
{1}{W}: Another target creature gains lifelink until end of turn.
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
First strike, vigilance, lifelink
When Danitha enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature you control
When this Aura enters, create a 1/1 white Warrior creature token with vigilance.
Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
Enchant creature
Enchanted creature gets +1/+1 and has vigilance.
Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchant creature
Enchanted creature loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.)
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it has lifelink.
As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Enchant creature
Enchanted creature gets +2/+2.
{1}{W}, Exile this card from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Enchant creature
Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)
Enchant creature
Enchanted creature can't attack or block.
{4}{W}: Exile enchanted creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Enchant creature or planeswalker you don't control
When this enchantment enters, conjure a card named Soldiers of the Watch onto the battlefield.
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)