Kicker {2} (You may pay an additional {2} as you cast this spell.)
Vigilance
If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it.
1 /
2
{W}
Armor of Faith
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
{W}: Enchanted creature gets +0/+1 until end of turn.
{1}{W}
Armored Pegasus
Creature - Pegasus
Flying
1 /
2
{3}{W}
Aven Redeemer
Creature - Bird Cleric
Flying
{T}: Prevent the next 2 damage that would be dealt to any target this turn.
2 /
2
{3}{W}
Battlewise Aven
Creature - Bird Soldier
Flying
Threshold -- As long as seven or more cards are in your graveyard, Battlewise Aven gets +1/+1 and has first strike.
2 /
2
{2}{W}
Benalish Knight
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)
First strike (This creature deals combat damage before creatures without first strike.)
2 /
2
{2}{W}
Benalish Lancer
Creature - Human Knight
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.)
If Benalish Lancer was kicked, it enters the battlefield with two +1/+1 counters on it and with first strike.
2 /
2
{4}{W}
Border Patrol
Creature - Human Nomad
Vigilance
1 /
6
{1}{W}
Brilliant Halo
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
{W}
Capashen Standard
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
{2}, Sacrifice Capashen Standard: Draw a card.
{1}{W}
Conviction
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
{W}: Return Conviction to its owner's hand.
{1}{W}
Crimson Acolyte
Creature - Human Cleric
Protection from red
{W}: Target creature gains protection from red until end of turn.
1 /
1
{4}{W}{W}
Daru Lancer
Creature - Human Soldier
First strike
Morph {2}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
3 /
4
{3}{W}
Daru Sanctifier
Creature - Human Cleric
Morph {1}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Daru Sanctifier is turned face up, destroy target enchantment.
1 /
4
{W}
Dedicated Martyr
Creature - Human Cleric
{W}, Sacrifice Dedicated Martyr: You gain 3 life.
1 /
1
{W}
Devout Harpist
Creature - Human
{T}: Destroy target Aura attached to a creature.
1 /
1
{1}{W}{W}
Diving Griffin
Creature - Griffin
Flying, vigilance
2 /
2
{2}{W}
Embolden
Instant
Prevent the next 4 damage that would be dealt this turn to any number of targets, divided as you choose.
Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{W}
Frontline Strategist
Creature - Human Soldier
Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Frontline Strategist is turned face up, prevent all combat damage non-Soldier creatures would deal this turn.
1 /
1
{5}{W}
Gempalm Avenger
Creature - Human Soldier
Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)
When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.
3 /
5
{1}{W}
Hero's Resolve
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+5.
{W}
Holy Armor
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
{W}: Enchanted creature gets +0/+1 until end of turn.
{W}
Holy Day
Instant
Prevent all combat damage that would be dealt this turn.
{W}
Holy Strength
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
{W}
Mask of Law and Grace
Enchantment - Aura
Enchant creature
Enchanted creature has protection from black and from red.
{1}{W}
Mystic Familiar
Creature - Bird
Flying
Threshold -- As long as seven or more cards are in your graveyard, Mystic Familiar gets +1/+1 and has protection from black.
1 /
2
{3}{W}
Mystic Zealot
Creature - Human Nomad Mystic
Threshold -- As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
2 /
4
{5}{W}
Noble Templar
Creature - Human Cleric Soldier
Vigilance
Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
3 /
6
{1}{W}
Obsidian Acolyte
Creature - Human Cleric
Protection from black
{W}: Target creature gains protection from black until end of turn.
1 /
1
{W}
Orim's Touch
Instant
Kicker {1} (You may pay an additional {1} as you cast this spell.)
Prevent the next 2 damage that would be dealt to any target this turn. If this spell was kicked, prevent the next 4 damage that would be dealt to that permanent or player this turn instead.
{1}{W}
Parapet
Enchantment
You may cast Parapet as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Creatures you control get +0/+1.
{1}{W}
Phantom Nomad
Creature - Spirit Nomad
Phantom Nomad enters the battlefield with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
0 /
0
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{W}
Pollen Remedy
Instant
Kicker--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.)
Prevent the next 3 damage that would be dealt this turn to any number of targets, divided as you choose. If this spell was kicked, prevent the next 6 damage this way instead.
{3}{W}
Ramosian Rally
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Creatures you control get +1/+1 until end of turn.
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
{1}{W}
Shield Wall
Instant
Creatures you control get +0/+2 until end of turn.
{W}
Soltari Foot Soldier
Creature - Soltari Soldier
Shadow (This creature can block or be blocked by only creatures with shadow.)
1 /
1
{2}{W}
Soltari Lancer
Creature - Soltari Knight
Shadow (This creature can block or be blocked by only creatures with shadow.)
Soltari Lancer has first strike as long as it's attacking.
2 /
2
{1}{W}
Soltari Trooper
Creature - Soltari Soldier
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.
1 /
1
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 /
1
{1}{W}
Sun Clasp
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
{W}: Return enchanted creature to its owner's hand.
{1}{W}
Temple Acolyte
Creature - Human Cleric
When Temple Acolyte enters the battlefield, you gain 3 life.
1 /
3
{3}{W}
Teroh's Faithful
Creature - Human Cleric
When Teroh's Faithful enters the battlefield, you gain 4 life.