Flying Whenever another Angel or Cleric you control enters, 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.
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."
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay {1} rather than pay the mana cost for Rune spells you cast.
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each {S} spent to cast this spell.
Flash First strike, protection from God creatures When Sigrid enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
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.
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead. Foretell {X}{X}{W}
Dwarven skalds are the most renowned storytellers in all of Kaldheim. They travel across the realms, seeking out heroic deeds and chronicling them in epic sagas.
When this Equipment enters, you may pay {4}{W}. If you do, create a 4/4 white Angel Warrior creature token with flying and vigilance, then attach this Equipment to it. Equipped creature gets +2/+1. Equip {3}
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3. {S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4. {S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
When this creature enters, tap target artifact or creature an opponent controls. If {S} was spent to cast this spell, that permanent doesn't untap during its controller's next untap step.