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{4}{W}{W}
Angelic Skirmisher
Creature - Angel
Flying

At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
4 / 4
{3}{W/U}{W/U}
Azor's Elocutors
Creature - Human Advisor
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.

Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
3 / 5
{2}{W}{W}
Baird, Steward of Argive
Legendary Creature - Human Soldier
Vigilance

Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
2 / 4
{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.
{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.
{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}
Coalition Honor Guard
Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
2 / 4
{3}{W}
Coalition Honor Guard
Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
2 / 4
{3}{W}
Coalition Honor Guard
Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
2 / 4
{W}{ // }{2}{W}
Giant Killer // Chop Down
Creature - Human Peasant // Instant - Adventure
{1}{W}, {T}: Tap target creature.



Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
1 / 2
{6}
God-Pharaoh's Statue
Legendary Artifact
Spells your opponents cast cost {2} more to cast.

At the beginning of your end step, each opponent loses 1 life.
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
{1}{W}
Inviolability
Enchantment - Aura
Enchant creature

Prevent all damage that would be dealt to enchanted creature.
--
Memorial to Glory
Land
Memorial to Glory enters the battlefield tapped.

{T}: Add {W}.

{3}{W}, {T}, Sacrifice Memorial to Glory: Create two 1/1 white Soldier creature tokens.
{1}{W}{W}
Out of Time
Enchantment
When Out of Time enters the battlefield, untap all creatures, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way.

Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{1}{W}
Rune of Protection: Artifacts
Enchantment
{W}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Black
Enchantment
{W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Blue
Enchantment
{W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Green
Enchantment
{W}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Red
Enchantment
{W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: White
Enchantment
{W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{3}{W}
Scholarship Sponsor
Creature - Human Advisor
When Scholarship Sponsor enters the battlefield, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, puts those cards onto the battlefield tapped, then shuffles.
3 / 3
--
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.)
{3}{W}{W}
Single Combat
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
{1}{W}
Standard Bearer
Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
1 / 1
{4}{W}{W}
Sunblast Angel
Creature - Angel
Flying

When Sunblast Angel enters the battlefield, destroy all tapped creatures.
4 / 5
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature enters the battlefield under your control, you may gain 1 life.

Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1 / 1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature enters the battlefield under your control, you may gain 1 life.

Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1 / 1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature enters the battlefield under your control, you may gain 1 life.

Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1 / 1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature enters the battlefield under your control, you may gain 1 life.

Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1 / 1
{2}{W}
Teyo, the Shieldmage
Legendary Planeswalker - Teyo
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

-2: Create a 0/3 white Wall creature token with defender.
L: 5
{1}{W}{W}
Thraben Doomsayer
Creature - Human Cleric
{T}: Create a 1/1 white Human creature token.

Fateful hour -- As long as you have 5 or less life, other creatures you control get +2/+2.
2 / 2
{2}{W}{W}
Thraben Watcher
Creature - Angel
Flying, vigilance

Other nontoken creatures you control get +1/+1 and have vigilance.
2 / 2
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5