Tap five untapped Clerics you control: You gain 10 life.
1 /
5
{4}{W}
Ancestor's Prophet
Creature - Human Cleric
Tap five untapped Clerics you control: You gain 10 life.
1 /
5
{1}{W}
Battlefield Medic
Creature - Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
1 /
1
{1}{W}
Battlefield Medic
Creature - Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
1 /
1
{1}{W}
Battlefield Medic
Creature - Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
1 /
1
{1}{W}
Beacon of Destiny
Creature - Human Cleric
{T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
1 /
3
{1}{W}
Beacon of Destiny
Creature - Human Cleric
{T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
1 /
3
{1}{W}
Beacon of Destiny
Creature - Human Cleric
{T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
1 /
3
{3}{W}{W}
Celestial Gatekeeper
Creature - Bird Cleric
Flying
When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
2 /
2
{3}{W}{W}
Celestial Gatekeeper
Creature - Bird Cleric
Flying
When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
2 /
2
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 /
2
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 /
2
{X}{W}
Divine Deflection
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
{X}{W}
Divine Deflection
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
{X}{W}
Divine Deflection
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
{X}{W}
Divine Deflection
Instant
Prevent the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.
{3}{W}
Doubtless One
Creature - Cleric Avatar
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield.
Whenever Doubtless One deals damage, you gain that much life.
* /
*
{3}{W}
Doubtless One
Creature - Cleric Avatar
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield.
Whenever Doubtless One deals damage, you gain that much life.
* /
*
{3}{W}
Doubtless One
Creature - Cleric Avatar
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield.
Whenever Doubtless One deals damage, you gain that much life.
* /
*
{3}{W}
Doubtless One
Creature - Cleric Avatar
Doubtless One's power and toughness are each equal to the number of Clerics on the battlefield.
Whenever Doubtless One deals damage, you gain that much life.
* /
*
{W}{W}
Eight-and-a-Half-Tails
Legendary Creature - Fox Cleric
{1}{W}: Target permanent you control gains protection from white until end of turn.
{1}: Target spell or permanent becomes white until end of turn.
2 /
2
{W}{W}
Eight-and-a-Half-Tails
Legendary Creature - Fox Cleric
{1}{W}: Target permanent you control gains protection from white until end of turn.
{1}: Target spell or permanent becomes white until end of turn.
2 /
2
{2}{W}
Frontline Medic
Creature - Human Cleric
Battalion -- Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}.
3 /
3
{2}{W}
Frontline Medic
Creature - Human Cleric
Battalion -- Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}.
3 /
3
{2}{W}
Glowrider
Creature - Human Cleric
Noncreature spells cost {1} more to cast.
2 /
1
{2}{W}
Glowrider
Creature - Human Cleric
Noncreature spells cost {1} more to cast.
2 /
1
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{5}{W}
Loxodon Lifechanter
Creature - Elephant Cleric
When Loxodon Lifechanter enters the battlefield, you may have your life total become the total toughness of creatures you control.
{5}{W}: Loxodon Lifechanter gets +X/+X until end of turn, where X is your life total.
4 /
6
{X}{W}
Mikaeus, the Lunarch
Legendary Creature - Human Cleric
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.
{T}: Put a +1/+1 counter on Mikaeus.
{T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
0 /
0
{W}
Order of the Stars
Creature - Human Cleric
Defender (This creature can't attack.)
As Order of the Stars enters the battlefield, choose a color.
Order of the Stars has protection from the chosen color.
0 /
1
{W}
Order of the Stars
Creature - Human Cleric
Defender (This creature can't attack.)
As Order of the Stars enters the battlefield, choose a color.
Order of the Stars has protection from the chosen color.
0 /
1
{1}{W}{W}
Oriss, Samite Guardian
Legendary Creature - Human Cleric
{T}: Prevent all damage that would be dealt to target creature this turn.
Grandeur -- Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn.
1 /
3
{1}{W}{W}
Oriss, Samite Guardian
Legendary Creature - Human Cleric
{T}: Prevent all damage that would be dealt to target creature this turn.
Grandeur -- Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn.
1 /
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}.)
--
Starlit Sanctum
Land
{T}: Add {C}.
{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
--
Starlit Sanctum
Land
{T}: Add {C}.
{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
--
Starlit Sanctum
Land
{T}: Add {C}.
{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
--
Starlit Sanctum
Land
{T}: Add {C}.
{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
{W}{W}
True Believer
Creature - Human Cleric
You have shroud. (You can't be the target of spells or abilities.)
2 /
2
{W}{W}
True Believer
Creature - Human Cleric
You have shroud. (You can't be the target of spells or abilities.)
2 /
2
{1}{W}
Apostle of Purifying Light
Creature - Human Cleric
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.)
{2}: Exile target card from a graveyard.
2 /
1
{1}{W}
Apostle of Purifying Light
Creature - Human Cleric
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.)
{2}: Exile target card from a graveyard.
2 /
1
{1}{W}
Apostle of Purifying Light
Creature - Human Cleric
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.)
{2}: Exile target card from a graveyard.
2 /
1
{W}{W}{W}
Devout Lightcaster
Creature - Kor Cleric
Protection from black
When Devout Lightcaster enters the battlefield, exile target black permanent.
2 /
2
{W}{W}{W}
Devout Lightcaster
Creature - Kor Cleric
Protection from black
When Devout Lightcaster enters the battlefield, exile target black permanent.
2 /
2
{W}{W}{W}
Devout Lightcaster
Creature - Kor Cleric
Protection from black
When Devout Lightcaster enters the battlefield, exile target black permanent.