"Spirit" (112)
Flying, first strike
: Add .
, : You gain 1 life for each colorless creature you control.
When Touch the Spirit Realm enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield.
Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
Flying
At the beginning of your end step, tap all lands you control.
+2: Ugin, the Spirit Dragon deals 3 damage to any target.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
When Vampiric Spirit enters the battlefield, you lose 4 life.
Wanderlight Spirit can block only creatures with flying.
Menace (This creature can't be blocked except by two or more creatures.)
: Yew Spirit gets +X/+X until end of turn, where X is its power.
When Zephyr Spirit blocks, return it to its owner's hand.
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