+spiritual (7)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)
When a creature you control attacks, sacrifice Spiritual Asylum.
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.
When Spiritual Guardian enters the battlefield, you gain 4 life.
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
Create a 1/1 colorless Spirit creature token.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Until end of turn, whenever target creature deals damage, you gain that much life.
Draw a card.
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