Glory
The graveyard is where this earns its slot, and the body is just the wrapper. As a 3/3 flier for five it is forgettable, and the design counts on that: this whole cycle of Incarnations moves its real value out of play and into the bin, and where most of the others hand you a static effect tied to the card sitting in your yard, this one gives you a button you can press from the graveyard turn after turn. Pay two and a white, name a color, and your whole board gains protection from it until end of turn. That protection is precise about what it cancels: it stops combat damage from creatures of that color, fogs a burn turn, and breaks targeting from removal that names your creatures. It does nothing against an unconditional sweep like Wrath of God or a -X/-X effect that simply checks toughness, and it cannot touch a counterspell, which lives on the stack rather than the battlefield. The reusability is the whole reason it exists: you can fire it the turn Glory hits the yard and every turn afterward, which is why it lived in decks built to discard or self-mill it rather than cast it honestly. The flier is the cover story; the function is a recurring, color-tunable protection toolbox that asks to be buried.






