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{3}{W}
Ballista Squad
Creature - Human Rebel
{X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature.
2 / 2
{2}{W}
Blinding Light
Sorcery
Tap all nonwhite creatures.
{5}{W}
Cho-Arrim Bruiser
Creature - Ogre Rebel
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.
3 / 4
{2}{W}{W}
Cho-Manno, Revolutionary
Legendary Creature - Human Rebel
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
2 / 2
{1}{W}{W}
Cleansing Meditation
Sorcery
Destroy all enchantments.

Threshold -- If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
{1}{W}
Clear
Instant
Destroy target enchantment.

Cycling {2} ({2}, Discard this card: Draw a card.)
{5}
Cryptic Gateway
Artifact
Tap two untapped creatures you control: You may put a creature card from your hand that shares a creature type with each creature tapped this way onto the battlefield.
{4}{W}
Death or Glory
Sorcery
Separate all creature cards in your graveyard into two piles. Exile the pile of an opponent's choice and return the other to the battlefield.
{1}{W}
Defiant Falcon
Creature - Rebel Bird
Flying

{4}, {T}: Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
1 / 1
{2}{W}
Defiant Vanguard
Creature - Human Rebel
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.

{5}, {T}: Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
2 / 2
{4}
Dingus Staff
Artifact
Whenever a creature dies, Dingus Staff deals 2 damage to that creature's controller.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
--
Drifting Meadow
Land
Drifting Meadow enters the battlefield tapped.

{T}: Add {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{2}{W}
Exile
Instant
Exile target nonwhite attacking creature. You gain life equal to its toughness.
{2}{W}{W}
Field of Souls
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
{2}{W}{W}
Force Bubble
Enchantment
If damage would be dealt to you, put that many depletion counters on Force Bubble instead.

When there are four or more depletion counters on Force Bubble, sacrifice it.

At the beginning of each end step, remove all depletion counters from Force Bubble.
{W}
Gerrard's Battle Cry
Enchantment
{2}{W}: Creatures you control get +1/+1 until end of turn.
{W}
Inheritance
Enchantment
Whenever a creature dies, you may pay {3}. If you do, draw a card.
{4}{W}{W}
Jhovall Queen
Creature - Cat Rebel
Vigilance
4 / 7
{4}{W}
Jhovall Rider
Creature - Human Rebel
Trample
3 / 3
{2}{W}
Lawbringer
Creature - Kor Rebel
{T}, Sacrifice Lawbringer: Exile target red creature.
2 / 2
{2}{W}
Lightbringer
Creature - Kor Rebel
{T}, Sacrifice Lightbringer: Exile target black creature.
2 / 2
{1}{W}{W}
Lin Sivvi, Defiant Hero
Legendary Creature - Human Rebel
{X}, {T}: Search your library for a Rebel permanent card with mana value X or less, put it onto the battlefield, then shuffle.

{3}: Put target Rebel card from your graveyard on the bottom of your library.
1 / 3
{2}
Mind Stone
Artifact
{T}: Add {C}.

{1}, {T}, Sacrifice Mind Stone: Draw a card.
{2}{W}
Nightwind Glider
Creature - Human Rebel
Flying, protection from black
2 / 1
{3}{W}{W}
Noble Purpose
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.
{3}{W}
Pious Warrior
Creature - Human Rebel Warrior
Whenever Pious Warrior is dealt combat damage, you gain that much life.
2 / 3
--
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}.)
--
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}{W}
Ramosian Captain
Creature - Human Rebel
First strike

{5}, {T}: Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
2 / 2
{2}{W}{W}
Ramosian Commander
Creature - Human Rebel
{6}, {T}: Search your library for a Rebel permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
2 / 4
{1}{W}
Ramosian Lieutenant
Creature - Human Rebel
{4}, {T}: Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
1 / 2
{W}
Ramosian Sergeant
Creature - Human Rebel
{3}, {T}: Search your library for a Rebel permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.
1 / 1
{3}{W}{W}
Ramosian Sky Marshal
Creature - Human Rebel
Flying

{7}, {T}: Search your library for a Rebel permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
3 / 3
{2}{W}{W}
Rappelling Scouts
Creature - Human Rebel Scout
Flying

{2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn.
1 / 4
{W}
Reconnaissance
Enchantment
{0}: Remove target attacking creature you control from combat and untap it.
{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: Lands
Enchantment
{W}: The next time a land 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}{W}
Safeguard
Enchantment
{2}{W}: Prevent all combat damage that would be dealt by target creature this turn.
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.

{T}: Add {W}.

Cycling {W} ({W}, Discard this card: Draw a card.)
{2}{W}
Shield Dancer
Creature - Human Rebel
{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
1 / 3
{3}{W}
Sigil of the New Dawn
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may pay {1}{W}. If you do, return that card to your hand.
{2}{W}
Soul Charmer
Creature - Human Rebel
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}.
2 / 2
{W}{W}
Steadfast Guard
Creature - Human Rebel
Vigilance (Attacking doesn't cause this creature to tap.)
2 / 2
{1}{W}
Sword Dancer
Creature - Human Rebel
{W}{W}: Target attacking creature gets -1/-0 until end of turn.
1 / 2
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
{2}{W}
Thermal Glider
Creature - Human Rebel
Flying, protection from red
2 / 1
{W}{W}
Whipcorder
Creature - Human Soldier Rebel
{W}, {T}: Tap target creature.

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.)
2 / 2
{1}{W}
Wipe Clean
Instant
Exile target enchantment.

Cycling {3} ({3}, Discard this card: Draw a card.)
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.

{1}{W}{W}
Debt of Loyalty
Instant
Regenerate target creature. You gain control of that creature if it regenerates this way.
{3}{W}
Kismet
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
{2}{W}
Oblation
Instant
The owner of target nonland permanent shuffles it into their library, then draws two cards.
{2}{W}
Planeswalker's Mirth
Enchantment
{3}{W}: Target opponent reveals a card at random from their hand. You gain life equal to that card's mana value.
{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.)
{6}{W}{W}{W}
Reya Dawnbringer
Legendary Creature - Angel
Flying

At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
4 / 6
{2}{W}
Sacred Mesa
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus.

{1}{W}: Create a 1/1 white Pegasus creature token with flying.
{2}{W}{W}
Serra's Liturgy
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Liturgy.

{W}, Sacrifice Serra's Liturgy: Destroy up to X target artifacts and/or enchantments, where X is the number of verse counters on Serra's Liturgy.
{2}{W}
Sivvi's Valor
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.

All damage that would be dealt to target creature this turn is dealt to you instead.
{2}{W}
Task Force
Creature - Human Rebel
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
1 / 3
{3}{W}
Trenching Steed
Creature - Horse Rebel
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.
2 / 3
{4}{W}
Wave of Reckoning
Sorcery
Each creature deals damage to itself equal to its power.
{3}{W}
Worship
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.