Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
{4}
Amaranthine Wall
Artifact Creature - Wall
Defender
{2}: Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
0 /
6
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 /
5
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.
{G}: Target creature with defender can attack this turn as though it didn't have defender.
{2}{G}: Creatures you control get +0/+1 until end of turn.
{2}{W}{W}
Aurification
Enchantment
Whenever a creature deals damage to you, put a gold counter on it.
Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.)
When Aurification leaves the battlefield, remove all gold counters from all creatures.
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender
{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 /
3
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{U}.
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Bant Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Bant Panorama: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
--
Blossoming Sands
Land
Blossoming Sands enters the battlefield tapped.
When Blossoming Sands enters the battlefield, you gain 1 life.
{T}: Add {G} or {W}.
{8}
Colossus of Akros
Artifact Creature - Golem
Defender, indestructible
{10}: Monstrosity 10. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.)
As long as Colossus of Akros is monstrous, it has trample and can attack as though it didn't have defender.
10 /
10
{2}
Consulate Skygate
Artifact Creature - Wall
Defender
Reach (This creature can block creatures with flying.)
0 /
4
{2}{G}{U}
Dormant Sliver
Creature - Sliver
All Sliver creatures have defender.
All Slivers have "When this permanent enters the battlefield, draw a card."
2 /
2
{2}{U}
Drift of Phantasms
Creature - Spirit
Defender (This creature can't attack.)
Flying
Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
0 /
5
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{W}
Fortified Rampart
Creature - Wall
Defender
0 /
6
{G}
Gift of the Woods
Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
{2}{U}
Glacial Wall
Creature - Wall
Defender (This creature can't attack.)
0 /
7
{2}
Gleaming Barrier
Artifact Creature - Wall
Defender
When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
0 /
4
{3}
Guardians of Meletis
Artifact Creature - Golem
Defender (This creature can't attack.)
0 /
6
{1}{W}{U}
High Alert
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn't have defender.
{2}{W}{U}: Untap target creature.
{2}{G}
Hornet Nest
Creature - Insect
Defender (This creature can't attack.)
Whenever Hornet Nest is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
0 /
2
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 /
6
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{2}{G}{U}
Jungle Barrier
Creature - Plant Wall
Defender (This creature can't attack.)
When Jungle Barrier enters the battlefield, draw a card.
2 /
6
{1}{U}
Ludevic's Test Subject
Creature - Lizard Egg
Defender
{1}{U}: Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
0 /
3
--
Ludevic's Abomination
Creature - Lizard Horror
Trample
0 /
3
{5}
Manor Gargoyle
Artifact Creature - Gargoyle
Defender
Manor Gargoyle has indestructible as long as it has defender.
{1}: Until end of turn, Manor Gargoyle loses defender and gains flying.
4 /
4
{2}{U}
Mistform Wall
Creature - Illusion Wall
Mistform Wall has defender as long as it's a Wall.
{1}: Mistform Wall becomes the creature type of your choice until end of turn.
1 /
4
{1}{U}
Murmuring Phantasm
Creature - Spirit
Defender
0 /
5
{5}
Necropolis
Artifact Creature - Wall
Defender (This creature can't attack.)
Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
0 /
1
{W}
Novice Knight
Creature - Human Knight
Defender (This creature can't attack.)
As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
2 /
3
{1}{G}
Overgrown Battlement
Creature - Wall
Defender
{T}: Add {G} for each creature you control with defender.
0 /
4
--
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}
Pride Guardian
Creature - Cat Monk
Defender
Whenever Pride Guardian blocks, you gain 3 life.
0 /
3
{4}
Primal Clay
Artifact Creature - Shapeshifter
As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
* /
*
{3}{U}
Primal Plasma
Creature - Elemental Shapeshifter
As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
* /
*
{1}{G}
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
--
Reliquary Tower
Land
You have no maximum hand size.
{T}: Add {C}.
--
Seaside Citadel
Land
Seaside Citadel enters the battlefield tapped.
{T}: Add {G}, {W}, or {U}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.
When Sejiri Refuge enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.
{T}: Add {G} or {W}.
{X}
Shifting Wall
Artifact Creature - Wall
Defender (This creature can't attack.)
Shifting Wall enters the battlefield with X +1/+1 counters on it.
0 /
0
--
Simic Guildgate
Land - Gate
Simic Guildgate enters the battlefield tapped.
{T}: Add {G} or {U}.
{1}
Slagwurm Armor
Artifact - Equipment
Equipped creature gets +0/+6.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{4}{G}
Sprouting Phytohydra
Creature - Plant Hydra
Defender (This creature can't attack.)
Whenever Sprouting Phytohydra is dealt damage, you may create a token that's a copy of Sprouting Phytohydra.
0 /
2
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender
Other creatures you control with defender get +0/+2.
0 /
3
{1}
Steel Wall
Artifact Creature - Wall
Defender (This creature can't attack.)
0 /
4
{2}{W}
Stoic Ephemera
Creature - Spirit
Defender (This creature can't attack.)
Flying
When Stoic Ephemera blocks, sacrifice it at end of combat.
5 /
5
{1}{W}
Sunscape Familiar
Creature - Wall
Defender (This creature can't attack.)
Green spells and blue spells you cast cost {1} less to cast.
0 /
3
{3}{W}
Sunweb
Creature - Wall
Defender (This creature can't attack.)
Flying
Sunweb can't block creatures with power 2 or less.
5 /
6
{2}
Suspicious Bookcase
Artifact Creature - Wall
Defender
{3}, {T}: Target creature can't be blocked this turn.
0 /
4
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
{1}{U}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 /
3
{1}{G}
Thallid Shell-Dweller
Creature - Fungus
Defender
At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller.
Remove three spore counters from Thallid Shell-Dweller: Create a 1/1 green Saproling creature token.
0 /
5
{1}{U}
Thing in the Ice
Creature - Horror
Defender
Thing in the Ice enters the battlefield with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then if it has no ice counters on it, transform it.
0 /
4
--
Awoken Horror
Creature - Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
0 /
4
--
Thornwood Falls
Land
Thornwood Falls enters the battlefield tapped.
When Thornwood Falls enters the battlefield, you gain 1 life.
{T}: Add {G} or {U}.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
{G}
Traproot Kami
Creature - Spirit
Defender; reach (This creature can block creatures with flying.)
Traproot Kami's toughness is equal to the number of Forests on the battlefield.
0 /
*
{3}{G}
Tree of Redemption
Creature - Plant
Defender
{T}: Exchange your life total with Tree of Redemption's toughness.
0 /
13
{1}{G}
Vine Trellis
Creature - Plant Wall
Defender (This creature can't attack.)
{T}: Add {G}.
0 /
4
{1}{U}{U}
Wall of Air
Creature - Wall
Defender, flying (This creature can't attack, and it can block creatures with flying.)
1 /
5
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender
When Wall of Blossoms enters the battlefield, draw a card.
0 /
4
{1}{U}
Wall of Deceit
Creature - Wall
Defender (This creature can't attack.)
{3}: Turn Wall of Deceit face down.
Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
0 /
5
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying
Shroud (This creature can't be the target of spells or abilities.)
0 /
8
{1}{W}
Wall of Essence
Creature - Wall
Defender (This creature can't attack.)
Whenever Wall of Essence is dealt combat damage, you gain that much life.
0 /
4
{2}
Wall of Forgotten Pharaohs
Artifact Creature - Wall
Defender
{T}: Wall of Forgotten Pharaohs deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
0 /
4
{1}{U}{U}
Wall of Frost
Creature - Wall
Defender
Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
0 /
7
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)
Wall of Glare can block any number of creatures.
0 /
5
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)
Whenever Wall of Hope is dealt damage, you gain that much life.
0 /
3
{2}{G}
Wall of Ice
Creature - Wall
Defender (This creature can't attack.)
0 /
7
{2}
Wall of Junk
Artifact Creature - Wall
Defender (This creature can't attack.)
When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
0 /
7
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)
{G}, Sacrifice a Wall: Draw a card.
0 /
4
{1}{W}
Wall of Omens
Creature - Wall
Defender
When Wall of Omens enters the battlefield, draw a card.
0 /
4
{1}{G}
Wall of Roots
Creature - Plant Wall
Defender
Put a -0/-1 counter on Wall of Roots: Add {G}. Activate only once each turn.
0 /
5
{3}
Wall of Spears
Artifact Creature - Wall
Defender (This creature can't attack.)
First strike
2 /
3
{3}{W}
Wall of Swords
Creature - Wall
Defender (This creature can't attack.)
Flying
3 /
5
{2}
Wall of Tanglecord
Artifact Creature - Wall
Defender
{G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
0 /
6
{G}
Wall of Vines
Creature - Plant Wall
Defender (This creature can't attack.)
Reach (This creature can block creatures with flying.)