When this creature enters, create a 1/1 white Human creature token.
The sound of the trumpet is both warning and comfort: it tells of approaching danger but also reminds the village folk that someone is there to stand against it.
Enchant player As this Aura enters, choose a card name. Spells with the chosen name enchanted player casts cost {2} more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever this creature attacks, double your life total.
Ward {1} If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
Flying Whenever another creature you control leaves the battlefield, you gain 1 life. If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains lifelink until end of turn.
"By ancient magics, by angels' grace, we will survive this night."
Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
As this enchantment enters, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total. Whenever you cast a white spell, you gain 1 life.
Flying When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
"Begone, moon-cursed! These folk are no prey of yours."