Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Flying, vigilanceEach other Angel you control enters with an additional +1/+1 counter on it for each Angel you already control.: Add . Spend this mana only to cast an Angel spell.
FlyingWhenever you cast a spell, put a +1/+1 counter on Ramos for each of that spell's colors.Remove five +1/+1 counters from Ramos: Add . Activate only once each turn.
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Kicker (You may pay an additional as you cast this spell.)Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
FlyingWhenever you cast a noncreature spell, choose one —• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.• Create a 1/1 white Spirit creature token with flying.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
TrampleWhen this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
At the beginning of your end step, choose one —• Put a +1/+1 counter on target creature you control.• Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.
Enchant creatureEnchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.When enchanted creature dies, return Angelic Destiny to its owner's hand.