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Select Main Deck Cards

{1}{W}{U}
A-Celestial Regulator
Creature - Angel Advisor
Flying

When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
1 / 4
{3}{W}{U}
A-Metropolis Angel
Creature - Angel Soldier
Flying

Whenever you attack with one or more creatures with counters on them, draw a card.
3 / 3
{4}
A-Paragon of Modernity
Artifact Creature - Angel Warrior
Flying

{3}: Paragon of Modernity gets +1/+1 until end of turn. If exactly three colors of mana were spent to activate this ability, put a +1/+1 counter on it instead.
2 / 3
{4}{W}{U}{B}
A-Shattered Seraph
Creature - Angel Rogue
Flying

When Shattered Seraph enters the battlefield, you gain 3 life.

{1}, Exile Shattered Seraph from your hand: Target land gains "{T}: Add {W}, {U}, or {B}" until Shattered Seraph is cast from exile. You may cast Shattered Seraph for as long as it remains exiled.
4 / 5
{4}{W}{W}
Adarkar Valkyrie
Snow Creature - Angel
Flying, vigilance

{T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
4 / 5
{3}{W}{W}{W}
Admonition Angel
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.

When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
6 / 6
{4}{W}{W}
Aegis Angel
Creature - Angel
Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)
5 / 5
{5}{R}{R}{R}
Akroma, Angel of Fury
Legendary Creature - Angel
This spell can't be countered.

Flying, trample, protection from white and from blue

{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.

Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
6 / 6
{5}{W}{W}{W}
Akroma, Angel of Wrath
Legendary Creature - Angel
Flying, first strike, vigilance, trample, haste, protection from black and from red
6 / 6
{5}{W}{W}
Akroma, Vision of Ixidor
Legendary Creature - Angel
Flying, first strike, vigilance, trample

At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.

Partner
6 / 6
{2}{W}{W}
Angel of Condemnation
Creature - Angel
Flying, vigilance

{2}{W}, {T}: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.

{2}{W}, {T}, Exert Angel of Condemnation: Exile another target creature until Angel of Condemnation leaves the battlefield. (An exerted creature won't untap during your next untap step.)
3 / 3
{6}{W}{W}
Angel of Deliverance
Creature - Angel
Flying

Delirium -- Whenever Angel of Deliverance deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
6 / 6
{3}{W}{W}{B}{B}
Angel of Despair
Creature - Angel
Flying

When Angel of Despair enters the battlefield, destroy target permanent.
5 / 5
{3}{W}{W}
Angel of Destiny
Creature - Angel Cleric
Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
2 / 6
{2}{W}
Angel of Eternal Dawn
Creature - Angel
Flying

When Angel of Eternal Dawn enters the battlefield, it becomes day.

It can't become night.

Your opponents can't cast spells with mana value greater than the number of turns they have begun.
2 / 4
{3}{W}
Angel of Finality
Creature - Angel
Flying

When Angel of Finality enters the battlefield, exile target player's graveyard.
3 / 4
{4}{W}
Angel of Flight Alabaster
Creature - Angel
Flying

At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
4 / 4
{4}{W}{W}
Angel of Fury
Creature - Angel
Flying

When Angel of Fury dies, you may shuffle it into its owner's library.
3 / 5
{5}{W}{W}
Angel of Glory's Rise
Creature - Angel
Flying

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
4 / 6
{3}{W}{W}
Angel of Grace
Creature - Angel
Flash

Flying

When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

{4}{W}{W}, Exile Angel of Grace from your graveyard: Your life total becomes 10.
5 / 4
{3}{W}{W}
Angel of Invention
Creature - Angel
Flying, vigilance, lifelink

Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)

Other creatures you control get +1/+1.
2 / 1
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{4}{W}
Angel of Light
Creature - Angel
Flying, vigilance
3 / 3
{4}{W}
Angel of Mercy
Creature - Angel
Flying

When Angel of Mercy enters the battlefield, you gain 3 life.
3 / 3
{5}{W}
Angel of Renewal
Creature - Angel Ally
Flying

When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
4 / 4
{6}{W}
Angel of Retribution
Creature - Angel
Flying, first strike
5 / 5
{6}{W}{W}
Angel of Salvation
Creature - Angel
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Flying

When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
5 / 5
{3}{W}{W}
Angel of Sanctions
Creature - Angel
Flying

When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield.

Embalm {5}{W} ({5}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
3 / 4
{4}{W}{W}{W}
Angel of Serenity
Creature - Angel
Flying

When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.

When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
5 / 6
{3}{B}{B}
Angel of Suffering
Creature - Nightmare Angel
Flying

If damage would be dealt to you, prevent that damage and mill twice that many cards.
5 / 3
{1}{W}
Angel of Unity
Creature - Angel Cleric
Flying, lifelink

Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
1 / 3
{2}{W}
Angel of Vitality
Creature - Angel
Flying

If you would gain life, you gain that much life plus 1 instead.

Angel of Vitality gets +2/+2 as long as you have 25 or more life.
2 / 2
{4}{W}
Angel of the Dawn
Creature - Angel
Flying

When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
3 / 3
{5}{W}{W}
Angel of the Dire Hour
Creature - Angel
Flash

Flying

When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
5 / 4
{4}{W}{W}
Angel of the God-Pharaoh
Creature - Angel
Flying

Cycling {2} ({2}, Discard this card: Draw a card.)
4 / 4
{5}{W}{W}
Angel of the Ruins
Artifact Creature - Angel
Flying

When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments.

Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
5 / 7
{5}{W}{W}
Angelic Arbiter
Creature - Angel
Flying

Each opponent who cast a spell this turn can't attack with creatures.

Each opponent who attacked with a creature this turn can't cast spells.
5 / 6
{3}{R}{W}
Angelic Captain
Creature - Angel Ally
Flying

Whenever Angelic Captain attacks, it gets +1/+1 until end of turn for each other attacking Ally.
4 / 3
{1}{W}
Angelic Cub
Creature - Cat Angel
Whenever Angelic Cub becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it.

As long as Angelic Cub has three or more +1/+1 counters on it, it has flying.
1 / 1
{1}{W}
Angelic Curator
Creature - Angel Spirit
Flying, protection from artifacts
1 / 1
{2}{W}{W}
Angelic Field Marshal
Creature - Angel
Flying

Lieutenant -- As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
3 / 3
{4}{W}{W}
Angelic Guardian
Creature - Angel
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
5 / 5
{1}{W}{U}
Angelic Harold
Legendary Creature - Angel Performer
Flying

When Angelic Harold enters the battlefield, you may put a name sticker on a nonland permanent you own.

Each creature you control with three or more words in its name gets +1/+1.
2 / 2
{5}{W}
Angelic Observer
Creature - Angel Advisor
This spell costs {1} less to cast for each Citizen you control.

Flying
3 / 3
{3}{W}{W}
Angelic Overseer
Creature - Angel
Flying

As long as you control a Human, Angelic Overseer has hexproof and indestructible.
5 / 3
{1}{W}
Angelic Page
Creature - Angel Spirit
Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.
1 / 1
{3}{W}
Angelic Protector
Creature - Angel
Flying

Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
2 / 2
{3}{W}{W}
Angelic Quartermaster
Creature - Angel Soldier
Flying

When Angelic Quartermaster enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
3 / 3
{8}
Angelic Rocket
Host Artifact Creature - Angel
Flying

When this creature enters the battlefield, you may destroy target nonland permanent.
4 / 4
{4}{W}{W}
Angelic Skirmisher
Creature - Angel
Flying

At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
4 / 4
{2}{W}
Angelic Sleuth
Creature - Angel Advisor
Flying

Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")
2 / 3
{5}{W}
Anointer of Valor
Creature - Angel
Flying

Whenever a creature attacks, you may pay {3}. When you do, put a +1/+1 counter on that creature.
3 / 5
{3}{R}{W}
Anya, Merciless Angel
Legendary Creature - Angel
Flying

Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total.

As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
4 / 4
{5}{W}{W}
Archangel
Creature - Angel
Flying, vigilance
5 / 5
{3}{W}{W}
Archangel Avacyn
Legendary Creature - Angel
Flash

Flying, vigilance

When Archangel Avacyn enters the battlefield, creatures you control gain indestructible until end of turn.

When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
4 / 4
--
Avacyn, the Purifier
Legendary Creature - Angel

Flying

When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
4 / 4
{5}{W}{W}
Archangel of Strife
Creature - Angel
Flying

As Archangel of Strife enters the battlefield, each player chooses war or peace.

Creatures controlled by players who chose war get +3/+0.

Creatures controlled by players who chose peace get +0/+3.
6 / 6
{3}{W}{W}
Archangel of Thune
Creature - Angel
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.
3 / 4
{1}{W}{W}{W}
Archangel of Tithes
Creature - Angel
Flying

As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.

As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3 / 5
{2}{W}{W}
Archangel of Wrath
Creature - Angel
Kicker {B} and/or {R} (You may pay an additional {B} and/or {R} as you cast this spell.)

Flying, lifelink

When Archangel of Wrath enters the battlefield, if it was kicked, it deals 2 damage to any target.

When Archangel of Wrath enters the battlefield, if it was kicked twice, it deals 2 damage to any target.
3 / 4
{5}{W}
Archway Angel
Creature - Angel
Flying

When Archway Angel enters the battlefield, you gain 2 life for each Gate you control.
3 / 4
{4}{W}{W}
Arden Angel
Creature - Angel
Flying

At the beginning of your upkeep, if Arden Angel is in your graveyard, roll a four-sided die. If the result is 1, return Arden Angel from your graveyard to the battlefield.
4 / 4
{G}{W}{U}{B}
Atraxa, Praetors' Voice
Legendary Creature - Phyrexian Angel Horror
Flying, vigilance, deathtouch, lifelink

At the beginning of your end step, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
4 / 4
{2}{R}{W}
Aurelia, Exemplar of Justice
Legendary Creature - Angel
Flying

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.
2 / 5
{2}{R}{R}{W}{W}
Aurelia, the Warleader
Legendary Creature - Angel
Flying, vigilance, haste

Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
3 / 4
{5}{W}{W}{W}
Avacyn, Angel of Hope
Legendary Creature - Angel
Flying, vigilance, indestructible

Other permanents you control have indestructible.
8 / 8
{2}{W}{W}{W}
Avacyn, Guardian Angel
Legendary Creature - Angel
Flying, vigilance

{1}{W}: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.

{5}{W}{W}: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.
5 / 4
{3}{W}{W}
Avenging Angel
Creature - Angel
Flying

When Avenging Angel dies, you may put it on top of its owner's library.
3 / 3
{3}{W}{W}
Baneslayer Angel
Creature - Angel
Flying, first strike, lifelink, protection from Demons and from Dragons
5 / 5
{3}{R}{W}
Basandra, Battle Seraph
Legendary Creature - Angel
Flying

Players can't cast spells during combat.

{R}: Target creature attacks this turn if able.
4 / 4
{2}{W}{W}
Battle Angels of Tyr
Creature - Angel Knight
Flying, myriad

Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
4 / 4
{3}{W}{W}
Battlegrace Angel
Creature - Angel
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, it gains lifelink until end of turn.
4 / 4
{3}{W}{W}
Blinding Angel
Creature - Angel
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Blinding Angel deals combat damage to a player, that player skips their next combat phase.
2 / 4
{4}{W}{W}
Breathkeeper Seraph
Creature - Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
4 / 4
--
Brisela, Voice of Nightmares
Legendary Creature - Eldrazi Angel
Flying, first strike, vigilance, lifelink

Your opponents can't cast spells with mana value 3 or less.
9 / 10
{3}{W}{W}{U}
Bruna, Light of Alabaster
Legendary Creature - Angel
Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
5 / 5
{5}{W}{W}
Bruna, the Fading Light
Legendary Creature - Angel Horror
When you cast this spell, you may return target Angel or Human creature card from your graveyard to the battlefield.

Flying, vigilance

(Melds with Gisela, the Broken Blade.)
5 / 7
{1}{W}{U}
Celestial Regulator
Creature - Angel Advisor
Flying

When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
2 / 3
{2}{W}{W}
Champions of Tyr
Creature - Angel Knight
Flying

Double team

When Champions of Tyr enters the battlefield, you get a boon with "When you cast your next creature spell, that creature enters the battlefield with your choice of a +1/+1 counter, a flying counter, or a lifelink counter on it."
4 / 3
{4}{W}{W}{W}
Chancellor of the Annex
Creature - Phyrexian Angel
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays {1}.

Flying

Whenever an opponent casts a spell, counter it unless that player pays {1}.
5 / 6
{3}{B}{B}
Cleaving Reaper
Creature - Angel Berserker
Flying, trample

Pay 3 life: Return Cleaving Reaper from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
5 / 3
{5}
Copper-Leaf Angel
Artifact Creature - Angel
Flying

{T}, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
2 / 2
{4}{B}
Crypt Angel
Creature - Angel
Flying, protection from white

When Crypt Angel enters the battlefield, return target blue or red creature card from your graveyard to your hand.
3 / 3
{4}{W}{W}
Dawnbreak Reclaimer
Creature - Angel
Flying

At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.
5 / 5
{4}{W}
Dawning Angel
Creature - Angel
Flying

When Dawning Angel enters the battlefield, you gain 4 life.
3 / 2
{4}{W}{W}
Deathless Angel
Creature - Angel
Flying

{W}{W}: Target creature gains indestructible until end of turn.
5 / 7
{3}{W}{B}{B}
Deathpact Angel
Creature - Angel
Flying

When Deathpact Angel dies, create a 1/1 white and black Cleric creature token. It has "{3}{W}{B}{B}, {T}, Sacrifice this creature: Return a card named Deathpact Angel from your graveyard to the battlefield."
5 / 5
{3}{B}{B}
Desolation Angel
Creature - Angel
Kicker {W}{W} (You may pay an additional {W}{W} as you cast this spell.)

Flying

When Desolation Angel enters the battlefield, destroy all lands you control. If it was kicked, destroy all lands instead.
5 / 4
{4}{W}{W}
Do-It-Yourself Seraph
Artifact Creature - Cyborg Angel
Flying

Whenever Do-It-Yourself Seraph attacks, you may search your library for an artifact card, exile it, then shuffle.

Do-It-Yourself Seraph has the text box of each card exiled with Do-It-Yourself Seraph in addition to its own.
4 / 4
{1}{W}{W}
Emancipation Angel
Creature - Angel
Flying

When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
3 / 3
{1}{W}{W}
Emancipation Angel
Creature - Angel
Flying

When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
3 / 3
{2}{W}{W}
Emeria Angel
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may create a 1/1 white Bird creature token with flying.
3 / 3
{3}{W}
Emeria Captain
Creature - Angel Warrior
Flying, vigilance

When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
1 / 1
{5}{W}{W}
Emeria Shepherd
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
4 / 4
{4}{G}{W}{W}{U}
Empyrial Archangel
Creature - Angel
Flying

Shroud (This creature can't be the target of spells or abilities.)

All damage that would be dealt to you is dealt to Empyrial Archangel instead.
5 / 8
{2}{W}{W}{W}
Enduring Angel
Creature - Angel
Flying, double strike

You have hexproof.

If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.
3 / 3
--
Angelic Enforcer
Creature - Angel

Flying

You have hexproof.

Angelic Enforcer's power and toughness are each equal to your life total.

Whenever Angelic Enforcer attacks, double your life total.
3 / 3
{2}{B}{B}
Eradicator Valkyrie
Creature - Angel Berserker
Flying, lifelink, hexproof from planeswalkers

Boast -- {1}{B}, Sacrifice a creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
4 / 3
{4}{W}{U}
Ethereal Valkyrie
Creature - Spirit Angel
Flying

Whenever Ethereal Valkyrie enters the battlefield or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by {2}. (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
4 / 4
{4}{W}{W}
Exalted Angel
Creature - Angel
Flying

Whenever Exalted Angel deals damage, you gain that much life.

Morph {2}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
4 / 5
{5}{W}{W}
Exquisite Archangel
Creature - Angel
Flying

If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total.
5 / 5
{3}{B}{B}
Fallen Angel
Creature - Angel
Flying

Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
3 / 3
{R}{W}{W}
Feather, the Redeemed
Legendary Creature - Angel
Flying

Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
3 / 4
{5}{W}{W}{U}
Filigree Angel
Artifact Creature - Angel
Flying

When Filigree Angel enters the battlefield, you gain 3 life for each artifact you control.
4 / 4
{3}{R}{W}{W}
Firemane Angel
Creature - Angel
Flying, first strike

At the beginning of your upkeep, if Firemane Angel is in your graveyard or on the battlefield, you may gain 1 life.

{6}{R}{R}{W}{W}: Return Firemane Angel from your graveyard to the battlefield. Activate only during your upkeep.
4 / 3
{2}{R}{W}
Firemane Avenger
Creature - Angel
Flying

Battalion -- Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
3 / 3
{2}{W}{B}{B}
Firja, Judge of Valor
Legendary Creature - Angel Cleric
Flying, lifelink

Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
2 / 4
{2}{W}{B}{B}
Firja, Judge of Valor
Legendary Creature - Angel Cleric
Flying, lifelink

Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
2 / 4
{4}{R}{R}
Flameblade Angel
Creature - Angel
Flying

Whenever a source an opponent controls deals damage to you or a permanent you control, you may have Flameblade Angel deal 1 damage to that source's controller.
4 / 4
{3}{G}{G}{W}{W}
Gabriel Angelfire
Legendary Creature - Angel
At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. (Whenever a creature with rampage 3 becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)
4 / 4
{1}{W}
Giada, Font of Hope
Legendary Creature - Angel
Flying, vigilance

Each other Angel you control enters the battlefield with an additional +1/+1 counter on it for each Angel you already control.

{T}: Add {W}. Spend this mana only to cast an Angel spell.
2 / 2
{4}{R}{W}{W}
Gisela, Blade of Goldnight
Legendary Creature - Angel
Flying, first strike

If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.

If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
5 / 5
{2}{W}{W}
Gisela, the Broken Blade
Legendary Creature - Angel Horror
Flying, first strike, lifelink

At the beginning of your end step, if you both own and control Gisela, the Broken Blade and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.
4 / 3
{3}{W}
Glimmering Angel
Creature - Angel
Flying

{U}: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.)
2 / 2
{5}{W}{W}
Glorious Enforcer
Creature - Angel
Flying, lifelink

At the beginning of each combat, if you have more life than an opponent, Glorious Enforcer gains double strike until end of turn.
5 / 5
{2}{W}{W}
Glorious Protector
Creature - Angel Cleric
Flash

Flying

When Glorious Protector enters the battlefield, you may exile any number of non-Angel creatures you control until Glorious Protector leaves the battlefield.

Foretell {2}{W}
3 / 4
{2}{R}{R}
Goldnight Castigator
Creature - Angel
Flying, haste

If a source would deal damage to you, it deals double that damage to you instead.

If a source would deal damage to Goldnight Castigator, it deals double that damage to Goldnight Castigator instead.
4 / 9
{4}{W}{W}
Goldnight Redeemer
Creature - Angel
Flying

When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control.
4 / 4
{2}{W}{W}
Guardian Seraph
Creature - Angel
Flying

If a source an opponent controls would deal damage to you, prevent 1 of that damage.
3 / 4
{4}{W}
Guardian of the Gateless
Creature - Angel
Flying

Guardian of the Gateless can block any number of creatures.

Whenever Guardian of the Gateless blocks, it gets +1/+1 until end of turn for each creature it's blocking.
3 / 3
{1}{W}{U}
Guiding Spirit
Creature - Angel Spirit
Flying

{T}: If the top card of target player's graveyard is a creature card, put that card on top of that player's library.
1 / 2
{3}{B}
Hailstorm Valkyrie
Snow Creature - Angel Wizard
Flying, trample

{S}{S}: Hailstorm Valkyrie gets +2/+2 until end of turn. ({S} can be paid with one mana from a snow source.)
2 / 2
{2}{W}
Haunted Angel
Creature - Angel
Flying

When Haunted Angel dies, exile Haunted Angel and each other player creates a 3/3 black Angel creature token with flying.
3 / 3
{5}{W}
Heavenly Blademaster
Creature - Angel
Flying, double strike

When Heavenly Blademaster enters the battlefield, you may attach any number of Auras and Equipment you control to it.

Other creatures you control get +1/+1 for each Aura and Equipment attached to Heavenly Blademaster.
3 / 6
{3}{W}{W}
Herald of Faith
Creature - Angel
Flying

Whenever Herald of Faith attacks, you gain 2 life.
4 / 3
{2}{W}{W}
Herald of Serra
Creature - Angel
Flying, vigilance

Echo {2}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
3 / 4
{3}{W}{W}
Herald of Vengeance
Creature - Angel
Flying

When Herald of Vengeance enters the battlefield, destroy each permanent you don't control that has the same name as a permanent that dealt damage to you last turn.
4 / 5
{3}{W}{W}
Herald of War
Creature - Angel
Flying

Whenever Herald of War attacks, put a +1/+1 counter on it.

Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on Herald of War.
3 / 3
{3}{W}{W}
Herald of the Host
Creature - Angel
Flying, vigilance

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
4 / 4
{4}{W}{W}
Herald of the Sun
Creature - Angel
Flying

{3}{W}: Put a +1/+1 counter on another target creature with flying.
4 / 4
{2}{U}
Illusory Angel
Creature - Angel Illusion
Cast this spell only if you've cast another spell this turn.

Flying
4 / 4
{2}{W}{W}
Indomitable Archangel
Creature - Angel
Flying

Metalcraft -- Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
4 / 4
{2}{W}
Inspiring Overseer
Creature - Angel Cleric
Flying

When Inspiring Overseer enters the battlefield, you gain 1 life and draw a card.
2 / 1
{6}{W}{W}{W}
Iona, Shield of Emeria
Legendary Creature - Angel
Flying

As Iona, Shield of Emeria enters the battlefield, choose a color.

Your opponents can't cast spells of the chosen color.
7 / 7
{5}{W}{U}
Iridescent Angel
Creature - Angel
Flying, protection from all colors
4 / 4
{G}{W}{U}
Jenara, Asura of War
Legendary Creature - Angel
Flying

{1}{W}: Put a +1/+1 counter on Jenara, Asura of War.
3 / 3
{3}{W}{W}
Karmic Guide
Creature - Angel Spirit
Flying, protection from black

Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
2 / 2
{3}{W}{W}
Karmic Guide
Creature - Angel Spirit
Flying, protection from black

Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
2 / 2
{2}{W}{W}
Legion Angel
Creature - Angel Warrior
Flying

When Legion Angel enters the battlefield, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
4 / 3
{2}{W}{W}{B}
Liesa, Forgotten Archangel
Legendary Creature - Angel
Flying, lifelink

Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.

If a creature an opponent controls would die, exile it instead.
4 / 5
{2}{W}{W}{B}
Liesa, Shroud of Dusk
Legendary Creature - Angel
Rather than pay {2} for each previous time you've cast this spell from the command zone this game, pay 2 life that many times.

Flying, lifelink

Whenever a player casts a spell, they lose 2 life.
5 / 5
{4}{W}{W}
Light of the Legion
Creature - Angel
Flying

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

When Light of the Legion dies, put a +1/+1 counter on each white creature you control.
5 / 5
{3}{W}
Lightkeeper of Emeria
Creature - Angel
Multikicker {W} (You may pay an additional {W} any number of times as you cast this spell.)

Flying

When Lightkeeper of Emeria enters the battlefield, you gain 2 life for each time it was kicked.
2 / 4
{1}{U}{R}{W}
Lightning Angel
Creature - Angel
Flying, vigilance, haste
3 / 4
{2}{W}{W}
Linvala, Keeper of Silence
Legendary Creature - Angel
Flying

Activated abilities of creatures your opponents control can't be activated.
3 / 4
{1}{W}{U}
Linvala, Shield of Sea Gate
Legendary Creature - Angel Wizard
Flying

At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.

Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
3 / 3
{4}{W}{W}
Linvala, the Preserver
Legendary Creature - Angel
Flying

When Linvala, the Preserver enters the battlefield, if an opponent has more life than you, you gain 5 life.

When Linvala enters the battlefield, if an opponent controls more creatures than you, create a 3/3 white Angel creature token with flying.
5 / 5
{2}{W}{U}
Lulu, Curious Hollyphant
Legendary Creature - Elephant Angel
Flying

Whenever you attack with one or more other creatures with flying, draw that many cards, then discard a card.
2 / 4
{2}{W}
Lulu, Forgetful Hollyphant
Legendary Creature - Elephant Angel
Flying

Specialize {2}

When Lulu, Forgetful Hollyphant enters the battlefield, you get a boon with "When you cast your next creature spell without flying, it perpetually gains flying."
1 / 3
{2}{W}{W}
Lulu, Helpful Hollyphant
Legendary Creature - Elephant Angel
Flying

Whenever you attack with one or more other creatures with flying, you gain twice that much life.
2 / 4
{2}{R}{W}
Lulu, Inspiring Hollyphant
Legendary Creature - Elephant Angel
Flying

Whenever you attack with one or more other creatures with flying, create that many 1/1 white Soldier creature tokens that are tapped and attacking.
2 / 4
{3}{W}
Lulu, Loyal Hollyphant
Legendary Creature - Elephant Angel
Flying

At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.

Choose a Background (You can have a Background as a second commander.)
3 / 2
{2}{W}{B}
Lulu, Vengeful Hollyphant
Legendary Creature - Elephant Angel
Flying

Whenever you attack with one or more other creatures with flying, each opponent loses that much life and you gain that much life.
2 / 4
{2}{G}{W}
Lulu, Wild Hollyphant
Legendary Creature - Elephant Angel
Flying

Whenever you attack with one or more other creatures with flying, those creatures get +2/+2 until end of turn.
2 / 4
{4}{W}{W}{W}
Luminous Angel
Creature - Angel
Flying

At the beginning of your upkeep, you may create a 1/1 white Spirit creature token with flying.
4 / 4
{4}{W}{W}{W}
Luminous Angel
Creature - Angel
Flying

At the beginning of your upkeep, you may create a 1/1 white Spirit creature token with flying.
4 / 4
{3}{W}{W}
Lyra Dawnbringer
Legendary Creature - Angel
Flying, first strike, lifelink

Other Angels you control get +1/+1 and have lifelink.
5 / 5
{W}{U}{B}{R}{G}
Maelstrom Archangel
Creature - Angel
Flying

Whenever Maelstrom Archangel deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
5 / 5
{4}{W}{B}
Magister of Worth
Creature - Angel
Flying

Will of the council -- When Magister of Worth enters the battlefield, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth.
4 / 4
{2}{W}{W}
Malach of the Dawn
Creature - Angel
Flying

{W}{W}{W}: Regenerate Malach of the Dawn.
2 / 4
{3}{W}{W}
Melesse Spirit
Creature - Angel Spirit
Flying, protection from black
3 / 3
{2}{W}{U}
Metropolis Angel
Creature - Angel Soldier
Flying

Whenever you attack with one or more creatures with counters on them, draw a card.
3 / 1
{3}{W}{W}
Militant Angel
Creature - Angel
Flying, lifelink

When Militant Angel enters the battlefield, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you attacked this turn.
3 / 4
{4}
Paragon of Modernity
Artifact Creature - Angel Warrior
Flying

{3}: Paragon of Modernity gets +1/+1 until end of turn. If exactly three colors of mana were spent to activate this ability, put a +1/+1 counter on it instead.
2 / 2
{3}{W}{W}
Patron of the Valiant
Creature - Angel
Flying

When Patron of the Valiant enters the battlefield, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
4 / 4
{3}{W}{W}
Planar Ally
Creature - Angel
Flying

Whenever Planar Ally attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
3 / 3
{7}
Platinum Angel
Artifact Creature - Angel
Flying

You can't lose the game and your opponents can't win the game.
4 / 4
{7}
Platinum Angel
Artifact Creature - Angel
Flying

You can't lose the game and your opponents can't win the game.
4 / 4
{4}{W}{W}
Pristine Angel
Creature - Angel
Flying

As long as Pristine Angel is untapped, it has protection from artifacts and from all colors.

Whenever you cast a spell, you may untap Pristine Angel.
4 / 4
{8}
Puresteel Angel
Artifact Creature - Angel
Flying, indestructible

When Puresteel Angel enters the battlefield, exile all artifacts that aren't colorless.

Whenever Puresteel Angel deals combat damage to a player, you get an emblem with "If you would lose the game, instead your life total becomes 20, shuffle your graveyard into your library, you lose all poison counters, and you lose this emblem."
4 / 4
{5}{W}
Radiant Solar
Creature - Angel
Flying, lifelink

Whenever Radiant Solar or another nontoken creature enters the battlefield under your control, venture into the dungeon. (Enter the first room or advance to the next room.)

{W}, Discard Radiant Solar: Venture into the dungeon and you gain 3 life.
3 / 6
{3}{W}{W}
Radiant, Archangel
Legendary Creature - Angel
Flying, vigilance

Radiant, Archangel gets +1/+1 for each other creature with flying on the battlefield.
3 / 3
{6}{W}
Radiant, Serra Archangel
Legendary Creature - Angel
Flying

Tap another untapped creature you control with flying: Radiant, Serra Archangel gains protection from the color of your choice until end of turn.

Partner (You can have two commanders if both have partner.)
6 / 4
{6}{W}
Radiant, Serra Archangel
Legendary Creature - Angel
Flying

Tap another untapped creature you control with flying: Radiant, Serra Archangel gains protection from the color of your choice until end of turn.

Partner (You can have two commanders if both have partner.)
6 / 4
{4}{R}{R}{W}{W}
Razia, Boros Archangel
Legendary Creature - Angel
Flying, vigilance, haste

{T}: The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead.
6 / 3
{3}{W}{W}
Reaper of Flight Moonsilver
Creature - Angel
Flying

Delirium -- Sacrifice another creature: Reaper of Flight Moonsilver gets +2/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
3 / 3
{5}{W}
Regna, the Redeemer
Legendary Creature - Angel
Partner with Krav, the Unredeemed (When this creature enters the battlefield, target player may put Krav into their hand from their library, then shuffle.)

Flying

At the beginning of each end step, if your team gained life this turn, create two 1/1 white Warrior creature tokens.
4 / 4
{2}{B}
Renegade Reaper
Creature - Angel Berserker
Flying

When Renegade Reaper enters the battlefield, mill four cards. If at least one Angel card is milled this way, you gain 4 life. (To mill a card, put the top card of your library into your graveyard.)
2 / 3
{5}{W}
Requiem Angel
Creature - Angel
Flying

Whenever another non-Spirit creature you control dies, create a 1/1 white Spirit creature token with flying.
5 / 5
{5}{W}{W}
Resolute Archangel
Creature - Angel
Flying

When Resolute Archangel enters the battlefield, if your life total is less than your starting life total, it becomes equal to your starting life total.
4 / 4
{1}{W}{W}
Resplendent Angel
Creature - Angel
Flying

At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.

{3}{W}{W}{W}: Until end of turn, Resplendent Angel gets +2/+2 and gains lifelink.
3 / 3
{1}{W}{W}
Resplendent Marshal
Creature - Angel Warrior
Flying

When Resplendent Marshal enters the battlefield or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than Resplendent Marshal that shares a creature type with the exiled card.
3 / 3
{3}{W}
Restoration Angel
Creature - Angel
Flash

Flying

When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
3 / 4
{6}{W}{W}{W}
Reya Dawnbringer
Legendary Creature - Angel
Flying

At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
4 / 6
{2}{R}{G}{W}
Rienne, Angel of Rebirth
Legendary Creature - Angel
Flying

Other multicolored creatures you control get +1/+0.

Whenever another multicolored creature you control dies, return it to its owner's hand at the beginning of the next end step.
5 / 4
{2}{W}
Righteous Valkyrie
Creature - Angel Cleric
Flying

Whenever another Angel or Cleric enters the battlefield under your control, you gain life equal to that creature's toughness.

As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
2 / 4
{5}{B}
Rodolf Duskbringer
Legendary Creature - Vampire Angel
Flying, deathtouch, lifelink

Whenever you gain life, Rodolf Duskbringer gains indestructible until end of turn.

At the beginning of your end step, you may pay {1}{W/B}. When you do, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
4 / 4
{4}{W}{W}
Sanctuary Warden
Creature - Angel Soldier
Flying

Sanctuary Warden enters the battlefield with two shield counters on it.

Whenever Sanctuary Warden enters the battlefield or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
5 / 5
{W}
Sarah's Wings
Tribal Instant - Angel
Target creature or player gains flying until end of turn. (Players with flying can't be dealt damage by creatures without flying.)
{W}
Segovian Angel
Creature - Angel
Flying, vigilance
1 / 1
{3}{W}{B}
Selenia, Dark Angel
Legendary Creature - Phyrexian Angel
Flying

Pay 2 life: Return Selenia, Dark Angel to its owner's hand.
3 / 3
{4}{W}{W}{W}
Sephara, Sky's Blade
Legendary Creature - Angel
You may pay {W} and tap four untapped creatures you control with flying rather than pay this spell's mana cost.

Flying, lifelink

Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
7 / 7
{6}{W}
Seraph
Creature - Angel
Flying

Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph.
4 / 4
{2}{W}{W}
Seraph of Dawn
Creature - Angel
Flying, lifelink
2 / 4
{5}{W}{W}
Seraph of the Masses
Creature - Angel
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Flying

Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
* / *
{2}{W}{B}
Seraph of the Scales
Creature - Angel
Flying

{W}: Seraph of the Scales gains vigilance until end of turn.

{B}: Seraph of the Scales gains deathtouch until end of turn.

Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
4 / 3
{5}{W}{W}
Seraph of the Suns
Creature - Angel
Flying

Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
4 / 4
{3}{W}
Seraph of the Sword
Creature - Angel
Flying

Prevent all combat damage that would be dealt to Seraph of the Sword.
3 / 3
{3}{W}
Serra Advocate
Creature - Angel
Flying

{T}: Target attacking or blocking creature gets +2/+2 until end of turn.
2 / 2
{3}{W}{W}
Serra Angel
Creature - Angel
Flying, vigilance
4 / 4
{3}{W}{W}
Serra Angel
Creature - Angel
Flying, vigilance
4 / 4
{W}{W}
Serra Avenger
Creature - Angel
You can't cast this spell during your first, second, or third turns of the game.

Flying, vigilance
3 / 3
{W}{W}
Serra Avenger
Creature - Angel
You can't cast this spell during your first, second, or third turns of the game.

Flying, vigilance
3 / 3
{2}{W}{W}
Serra Paragon
Creature - Angel
Flying

Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
3 / 4
{3}{W}{W}
Serra Redeemer
Creature - Angel Soldier
Flying

Whenever another creature with power 2 or less enters the battlefield under your control, put two +1/+1 counters on that creature.
2 / 4
{4}{W}{W}{W}
Serra's Emissary
Creature - Angel
Flying

As Serra's Emissary enters the battlefield, choose a card type.

You and creatures you control have protection from the chosen card type.
7 / 7
{4}{W}{W}
Serra's Guardian
Creature - Angel
Flying (This creature can't be blocked except by creatures with flying or reach.)

Vigilance (Attacking doesn't cause this creature to tap.)

Other creatures you control have vigilance.
5 / 5
{4}{W}
Shalai's Acolyte
Creature - Angel
Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.)

Flying

If Shalai's Acolyte was kicked, it enters the battlefield with two +1/+1 counters on it.
3 / 4
{3}{W}
Shalai, Voice of Plenty
Legendary Creature - Angel
Flying

You, planeswalkers you control, and other creatures you control have hexproof.

{4}{G}{G}: Put a +1/+1 counter on each creature you control.
3 / 4
{3}{W}{W}
Shattered Angel
Creature - Phyrexian Angel
Flying

Whenever a land enters the battlefield under an opponent's control, you may gain 3 life.
3 / 3
{4}{W}{U}{B}
Shattered Seraph
Creature - Angel Rogue
Flying

When Shattered Seraph enters the battlefield, you gain 3 life.

{2}, Exile Shattered Seraph from your hand: Target land gains "{T}: Add {W}, {U}, or {B}" until Shattered Seraph is cast from exile. You may cast Shattered Seraph for as long as it remains exiled.
4 / 4
{4}{W}
Shepherd of Heroes
Creature - Angel Cleric
Flying

When Shepherd of Heroes enters the battlefield, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
3 / 4
{4}{W}{W}
Shepherd of the Cosmos
Creature - Angel Warrior
Flying

When Shepherd of the Cosmos enters the battlefield, return target permanent card with mana value 2 or less from your graveyard to the battlefield.

Foretell {3}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
3 / 3
{4}{W}
Shepherd of the Lost
Creature - Angel
Flying, first strike, vigilance
3 / 3
{4}{W}
Sigarda's Vanguard
Creature - Angel
Flash

Flying

Whenever Sigarda's Vanguard enters the battlefield or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
3 / 3
{1}{G}{W}{W}
Sigarda, Champion of Light
Legendary Creature - Angel
Flying, trample

Humans you control get +1/+1.

Coven -- Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
4 / 4
{3}{G}{W}
Sigarda, Heron's Grace
Legendary Creature - Angel
Flying

You and Humans you control have hexproof.

{2}, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
4 / 5
{2}{G}{W}{W}
Sigarda, Host of Herons
Legendary Creature - Angel
Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.
5 / 5
{3}{W}{W}
Sigardian Savior
Creature - Angel
Flying

When Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
3 / 3
{5}{W}{W}{W}
Silver Seraph
Creature - Angel
Flying

Threshold -- Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard.
6 / 6
{1}{W}{W}
Skyline Savior
Creature - Angel
Flying

When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types.
3 / 4
{G}{W}{U}{B}
Sol, Advocate Eternal
Legendary Creature - Dragon Angel
Legendary partner (You can have two commanders if this is one of them. The other one is promoted to legendary.)

Flying, vigilance

Teamwork -- Whenever you attack or block with both Sol, Advocate Eternal and its partner, support 4 and investigate four times.
4 / 4
{3}{W}
Stalwart Valkyrie
Creature - Angel Warrior
You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost.

Flying
3 / 2
{3}{W}{W}
Starlit Angel
Creature - Angel
Flying
3 / 4
{6}
Steel Seraph
Artifact Creature - Angel
Prototype {1}{W}{W} -- 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)

Flying

At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
5 / 4
{1}{G}{W}{U}
Stoic Angel
Creature - Angel
Flying, vigilance

Players can't untap more than one creature during their untap steps.
3 / 4
{4}{W}{W}
Subjugator Angel
Creature - Angel
Flying

When Subjugator Angel enters the battlefield, tap all creatures your opponents control.
4 / 3
{2}{W}{W}
Sublime Archangel
Creature - Angel
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
4 / 3
{5}{W}
Sunblade Angel
Creature - Angel
Flying, first strike, vigilance, lifelink
3 / 3
{4}{W}{W}
Sunblast Angel
Creature - Angel
Flying

When Sunblast Angel enters the battlefield, destroy all tapped creatures.
4 / 5
{2}{W}{W}
Sustainer of the Realm
Creature - Angel
Flying

Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
2 / 3
{1}{W}
Sustaining Spirit
Creature - Angel Spirit
Cumulative upkeep {1}{W} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Damage that would reduce your life total to less than 1 reduces it to 1 instead.
0 / 3
{4}{W}{W}
Sword-Swallowing Seraph
Creature - Angel Performer
Flying, vigilance

When Sword-Swallowing Seraph enters the battlefield, you may put a name sticker on a nonland permanent you own.

{1}{W}, {T}: Put a +1/+1 counter on another target creature with a name sticker on it. Activate only as a sorcery.
4 / 4
{4}{R}{W}{B}
Tariel, Reckoner of Souls
Legendary Creature - Angel
Flying, vigilance

{T}: Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
4 / 7
{2}{W}{W}
Thraben Watcher
Creature - Angel
Flying, vigilance

Other nontoken creatures you control get +1/+1 and have vigilance.
2 / 2
{1}{R}{W}
Tiana, Angelic Mechanic
Legendary Creature - Angel Artificer
Flying

When Tiana, Angelic Mechanic or another legendary creature you control crews a Vehicle, that Vehicle perpetually gets +1/+0.
3 / 2
{3}{R}{W}
Tiana, Ship's Caretaker
Legendary Creature - Angel Artificer
Flying, first strike

Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
3 / 3
{3}{W}
Tormented Angel
Creature - Angel
Flying
1 / 5
{3}{W}{W}{W}
Twilight Shepherd
Creature - Angel
Flying, vigilance

When Twilight Shepherd enters the battlefield, return to your hand all cards in your graveyard that were put there from the battlefield this turn.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
5 / 5
{4}{W}{W}
Valkyrie Harbinger
Creature - Angel Cleric
Flying, lifelink

At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
4 / 5
{3}{B}
Vengeful Reaper
Creature - Angel Cleric
Flying, deathtouch, haste

Foretell {1}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
2 / 3
{3}{W}{W}{W}
Victory's Herald
Creature - Angel
Flying

Whenever Victory's Herald attacks, attacking creatures gain flying and lifelink until end of turn.
4 / 4
{2}{W}{W}
Voice of All
Creature - Angel
Flying

As Voice of All enters the battlefield, choose a color.

Voice of All has protection from the chosen color.
2 / 2
{3}{W}
Voice of Duty
Creature - Angel
Flying, protection from green
2 / 2
{3}{W}
Voice of Grace
Creature - Angel
Flying, protection from black
2 / 2
{3}{W}
Voice of Law
Creature - Angel
Flying, protection from red
2 / 2
{3}{W}
Voice of Reason
Creature - Angel
Flying, protection from blue
2 / 2
{3}{W}
Voice of Truth
Creature - Angel
Flying, protection from white
2 / 2
{4}{W}{W}
Voice of the Provinces
Creature - Angel
Flying

When Voice of the Provinces enters the battlefield, create a 1/1 white Human creature token.
3 / 3
{4}{W}{W}
Warrior Angel
Creature - Angel Warrior
Flying

Whenever Warrior Angel deals damage, you gain that much life.
3 / 4
{4}{W}{W}
Wayward Angel
Creature - Angel Horror
Flying, vigilance

Threshold -- As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."
4 / 4
{4}{W}
Windshaper Planetar
Creature - Angel
Flash

Flying

When Windshaper Planetar enters the battlefield during the declare attackers step, for each attacking creature, you may reselect which player or planeswalker that creature is attacking. (It can't attack its controller or its controller's planeswalkers.)
4 / 4
{5}{W}
Winged Shepherd
Creature - Angel
Flying, vigilance

Cycling {W} ({W}, Discard this card: Draw a card.)
3 / 3
{4}{W}{W}
Wispweaver Angel
Creature - Angel
Flying

When Wispweaver Angel enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
4 / 4
{1}{W}
Youthful Valkyrie
Creature - Angel
Flying

Whenever another Angel enters the battlefield under your control, put a +1/+1 counter on Youthful Valkyrie.
1 / 3
{2}{W}{W}
Zamriel, Seraph of Steel
Legendary Creature - Angel
Flying

As long as it's your turn, equipped creatures you control have indestructible.
3 / 4