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Select Main Deck Cards

{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
{3}
Angel's Tomb
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
{3}
Angelic Armaments
Artifact - Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
{3}{W}{W}
Angelic Overseer
Creature - Angel
Flying

As long as you control a Human, Angelic Overseer has hexproof and indestructible.
5 / 3
{5}{W}{W}
Archangel
Creature - Angel
Flying, vigilance
5 / 5
{7}{W}
Archangel's Light
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
{1}
Avacyn's Collar
Artifact - Equipment
Equipped creature gets +1/+0 and has vigilance.

Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying.

Equip {2}
{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
{5}{W}
Banishing Stroke
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
{1}
Bladed Bracers
Artifact - Equipment
Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{W}
Bonds of Faith
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
{1}{W}
Call to Serve
Enchantment - Aura
Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 / 1
{4}{W}
Commander's Authority
Enchantment - Aura
Enchant creature

Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
{3}{W}{W}
Defy Death
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
{2}{W}
Devout Chaplain
Creature - Human Cleric
{T}, Tap two untapped Humans you control: Exile target artifact or enchantment.
2 / 2
{X}{W}
Divine Deflection
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
{2}{W}
Elder Cathar
Creature - Human Soldier
When Elder Cathar dies, put a +1/+1 counter on target creature you control. If that creature is a Human, put two +1/+1 counters on it instead.
2 / 2
{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
{X}{X}{W}{W}{W}
Entreat the Angels
Sorcery
Create X 4/4 white Angel creature tokens with flying.

Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
{1}{W}{W}
Fiend Hunter
Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.

When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 / 3
{1}{W}
Gather the Townsfolk
Sorcery
Create two 1/1 white Human creature tokens.

Fateful hour -- If you have 5 or less life, create five of those tokens instead.
{2}{W}
Gavony Ironwright
Creature - Human Soldier
Fateful hour -- As long as you have 5 or less life, other creatures you control get +1/+4.
1 / 4
{3}{W}{W}
Gideon Jura
Legendary Planeswalker - Gideon
+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.

-2: Destroy target tapped creature.

0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
L: 6
{3}{W}
Goldnight Commander
Creature - Human Cleric Soldier
Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
2 / 2
{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
{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
{2}{W}
Leap of Faith
Instant
Target creature gains flying until end of turn. Prevent all damage that would be dealt to that creature this turn.
{2}
Mask of Avacyn
Artifact - Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)

Equip {3}
{W}
Midnight Duelist
Creature - Human Soldier
Protection from Vampires
1 / 2
{X}{W}
Mikaeus, the Lunarch
Legendary Creature - Human Cleric
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.

{T}: Put a +1/+1 counter on Mikaeus.

{T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
0 / 0
{1}{W}
Moment of Heroism
Instant
Target creature gets +2/+2 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
{4}
Moonsilver Spear
Artifact - Equipment
Equipped creature has first strike.

Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.

Equip {4}
{1}{W}
Moorland Inquisitor
Creature - Human Soldier
{2}{W}: Moorland Inquisitor gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
2 / 2
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Plains
Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
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Basic Land - Plains
({T}: Add {W}.)
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Basic Land - Plains
({T}: Add {W}.)
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Basic Land - Plains
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Basic Land - Plains
({T}: Add {W}.)
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Plains
Basic Land - Plains
({T}: Add {W}.)
{2}{W}
Rebuke
Instant
Destroy target attacking creature.
{2}{W}{W}
Seraph of Dawn
Creature - Angel
Flying, lifelink
2 / 4
{3}{W}
Smite the Monstrous
Instant
Destroy target creature with power 4 or greater.
{5}{W}
Sudden Disappearance
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
{4}{W}{W}
Terminus
Sorcery
Put all creatures on the bottom of their owners' libraries.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)