+Aspirant (11)
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
Menace
Equipment spells you cast cost less to cast.
Activated abilities of Equipment you control that target Bladegraft Aspirant cost less to activate.
Whenever you sacrifice a permanent, put a +1/+1 counter on Blood Aspirant.
, , Sacrifice a creature or enchantment: Blood Aspirant deals 1 damage to target creature. That creature can't block this turn.
When Ironpaw Aspirant enters, put a +1/+1 counter on target creature.
Whenever Kolaghan Aspirant becomes blocked by a creature, Kolaghan Aspirant deals 1 damage to that creature.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Whenever you proliferate, each opponent loses 2 life and you gain 2 life.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Skymarcher Aspirant has flying as long as you have the city's blessing.
Angel spells you cast cost less to cast.
Raid — War-Name Aspirant enters with a +1/+1 counter on it if you attacked this turn.
War-Name Aspirant can't be blocked by creatures with power 1 or less.
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