: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
+2: Add . Exile the top three cards of your library. Choose one. You may play that card this turn.+1: Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."−4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
FlyingFirst strike (This creature deals combat damage before creatures without first strike.)Lifelink (Damage dealt by this creature also causes you to gain that much life.)Other Angels you control get +1/+1 and have lifelink.
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)Whenever this creature deals combat damage to a player, put that many incubation counters on it.Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Whenever an opponent discards a card, exile it from their graveyard with a stash counter on it.During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells., : Each opponent discards a card. Activate only as a sorcery.
Whenever an opponent discards a card, exile it from their graveyard with a stash counter on it.During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells., : Each opponent discards a card. Activate only as a sorcery.
FlyingDouble strike (This creature deals both first-strike and regular combat damage.)When this creature enters, creatures you control gain double strike until end of turn.
Flash (You may cast this spell any time you could cast an instant.)When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.Equipped creature gets +2/+0 and has flying.Equip (: Attach to target creature you control. Equip only as a sorcery.)