{W}: Target creature gains first strike until end of turn.
1 /
1
{W}{W}
Alaborn Grenadier
Creature - Human Soldier
Vigilance
2 /
2
{1}{W}
Allay
Instant
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.)
Destroy target enchantment.
{1}{W}
Angelic Renewal
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
{1}{W}
Ardent Soldier
Creature - Human Soldier
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
{1}{W}
Armored Pegasus
Creature - Pegasus
Flying
1 /
2
{1}{W}
Aura Blast
Instant
Destroy target enchantment.
Draw a card.
{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
{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.
{1}{W}
Capashen Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)
{1}{W}: Capashen Knight gets +1/+0 until end of turn.
1 /
1
{2}{W}
Cessation
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand.
{2}{W}
Charging Paladin
Creature - Human Knight
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
2 /
2
{W}{W}
Cho-Manno's Blessing
Enchantment - Aura
Flash
Enchant creature
As Cho-Manno's Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.
{3}{W}
Congregate
Instant
Target player gains 2 life for each creature on the battlefield.
{1}{W}
Conviction
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
{W}: Return Conviction to its owner's hand.
{W}
Death Ward
Instant
Regenerate target creature.
{W}
Deftblade Elite
Creature - Human Soldier
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
{1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.
1 /
1
{W}
Devoted Hero
Creature - Elf Soldier
1 /
2
{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}{W}
Gustcloak Harrier
Creature - Bird Soldier
Flying
Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.
2 /
2
{W}
Gustcloak Runner
Creature - Human Soldier
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.
1 /
1
{2}{W}
Hobble
Enchantment - Aura
Enchant creature
When Hobble enters the battlefield, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.
{W}
Holy Day
Instant
Prevent all combat damage that would be dealt this turn.
{W}
Honorable Scout
Creature - Human Soldier Scout
When Honorable Scout enters the battlefield, you gain 2 life for each black and/or red creature target opponent controls.
1 /
1
{W}
Hope Charm
Instant
Choose one --
• Target creature gains first strike until end of turn.
• Target player gains 2 life.
• Destroy target Aura.
{1}{W}
Inviolability
Enchantment - Aura
Enchant creature
Prevent all damage that would be dealt to enchanted creature.
{W}
Kirtar's Desire
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
Threshold -- Enchanted creature can't block as long as seven or more cards are in your graveyard.
{2}{W}
Knight of Valor
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
{1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate only once each turn.
2 /
2
{1}{W}
Lashknife
Enchantment - Aura
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Enchant creature
Enchanted creature has first strike.
{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}
Orim's Cure
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Prevent the next 4 damage that would be dealt to any target this turn.
{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}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{W}
Pay No Heed
Instant
Prevent all damage a source of your choice would deal this turn.
{W}
Piety Charm
Instant
Choose one --
• Destroy target Aura attached to a creature.
• Target Soldier creature gets +2/+2 until end of turn.
• Creatures you control gain vigilance until end of turn.
--
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.
{2}{W}
Prismatic Strands
Instant
Prevent all damage that sources of the color of your choice would deal this turn.
Flashback--Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{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.
{2}{W}
Renewed Faith
Instant
You gain 6 life.
Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)
When you cycle Renewed Faith, you may gain 2 life.
--
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.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
{W}
Serra Zealot
Creature - Human Soldier
First strike
1 /
1
{1}{W}
Shelter
Instant
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
{2}{W}
Shu Cavalry
Creature - Human Soldier
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
2 /
2
{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
{1}{W}
Soothing Balm
Instant
Target player gains 5 life.
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 /
1
{2}{W}
Standing Troops
Creature - Human Soldier
Vigilance
1 /
4
{1}{W}
Sun Clasp
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
{W}: Return enchanted creature to its owner's hand.
{W}
Suntail Hawk
Creature - Bird
Flying
1 /
1
{W}
Volunteer Militia
Creature - Human Soldier
1 /
2
{1}{W}
Wipe Clean
Instant
Exile target enchantment.
Cycling {3} ({3}, Discard this card: Draw a card.)