+Phalanx (14)
Vigilance
: Creatures you control get +1/+0 until end of turn.
This spell costs less to cast for each creature you control.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When Conclave Phalanx enters the battlefield, you gain 1 life for each creature you control.
Create four 2/2 white Knight creature tokens with vigilance.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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 Mirage Phalanx is paired with another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses soulbond. Exile it at end of combat."
When Netherborn Phalanx enters the battlefield, each opponent loses 1 life for each creature they control.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then then shuffle. Transmute only as a sorcery.)
Strive — This spell costs more to cast for each target beyond the first.
Any number of target creatures each gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
Heroic — Whenever you cast a spell that targets Phalanx Leader, put a +1/+1 counter on each creature you control.
Target creature you control gets +2/+1 until end of turn. Each other creature you control gets +1/+1 until end of turn.
Whenever an artifact enters the battlefield under your control, Phalanx Vanguard gets +1/+0 until end of turn.
Defender
: Returned Phalanx can attack this turn as though it didn't have defender.
Unhallowed Phalanx enters the battlefield tapped.
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