Target creature gets +2/+2 until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Flying
Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.
Whenever Prognostic Sphinx attacks, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
The soldiers of the Legion of Dusk have come to the colonies at Queen's Bay in search of glory and riches. They are veterans of centuries of warfare, and they thirst for conquest.
Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.
Flying
As Rescuer Sphinx enters the battlefield, you may return a nonland permanent you control to its owner's hand. If you do, Rescuer Sphinx enters the battlefield with a +1/+1 counter on it.
In the dim light beneath the vast trees of Deepglade, baloths prowl in search of prey. Their guttural calls are more felt than heard, but their attack scream carries for miles.
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.)
"I refuse to die—not at the hands of one such as you."
Whenever another creature enters the battlefield under your control, Sanctifier of Souls gets +1/+1 until end of turn.
, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.