Spirit Bonds
The optional payment is the whole design. Every nontoken creature you play asks whether you want to spend an extra white to spin off a flier, which turns an aggressive curve into a token engine without ever forcing the issue: empty hand, no payment, no penalty. That restraint is what lets the enchantment ride along in a deck that already wanted to play creatures, no dedicated shell required. The second ability is where the Spirits earn back their keep. Each token is a delayed indestructibility shield, redeemable at instant speed to blank a board wipe, win a combat trade, or push a creature through a removal spell. The constraint is pointed: the protection lands on a non-Spirit, so the tokens are fuel, not beneficiaries, and you are always trading a body for a save. That makes the count of Spirits a resource you meter across a game, banking fliers early when mana is loose and cashing them when the answer matters. It is a quiet two-card engine folded into one enchantment: a go-wide accumulator on top, a protection package on the bottom, with the same tokens serving both halves. The card rewards a creature-forward white deck for doing what it was already doing, then hands it a way to survive the sweepers that punish that plan.
