When Archon of Justice dies, exile target permanent.
4 /
4
{3}{W}{W}
Archon of Redemption
Creature - Archon
Flying
Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.
3 /
4
{3}{W}{W}
Archon of Redemption
Creature - Archon
Flying
Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.
3 /
4
{1}{W}
Benalish Cavalry
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2 /
2
{W}{W}
Bishop of Wings
Creature - Human Cleric
Whenever an Angel enters the battlefield under your control, you gain 4 life.
Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
1 /
4
{1}{W}
Bonds of Faith
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
{W}
Boros Elite
Creature - Human Soldier
Battalion -- Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of turn.
1 /
1
{W}
Boros Elite
Creature - Human Soldier
Battalion -- Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of turn.
1 /
1
{3}{U}
Breaching Hippocamp
Creature - Horse Fish
Flash (You may cast this spell any time you could cast an instant.)
When Breaching Hippocamp enters the battlefield, untap another target creature you control.
3 /
2
{3}
Butcher's Cleaver
Artifact - Equipment
Equipped creature gets +3/+0.
As long as equipped creature is a Human, it has lifelink.
Equip {3}
{2}{U}{U}{U}
Cavalier of Gales
Creature - Elemental Knight
Flying
When Cavalier of Gales enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
When Cavalier of Gales dies, shuffle it into its owner's library, then scry 2.
5 /
5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying
{1}{W}: Coastline Chimera can block an additional creature this turn.
1 /
5
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink
Aura and Equipment spells you cast cost {1} less to cast.
2 /
2
{5}{U}
Dirgur Nemesis
Creature - Serpent
Defender
Megamorph {6}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
6 /
5
{3}{W}
Divine Verdict
Instant
Destroy target attacking or blocking creature.
{4}{U}{U}
Frilled Sea Serpent
Creature - Serpent
{5}{U}{U}: Frilled Sea Serpent can't be blocked this turn.
4 /
6
{1}{W}
Gather the Townsfolk
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour -- If you have 5 or less life, create five of those tokens instead.
{1}{W}
Gather the Townsfolk
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour -- If you have 5 or less life, create five of those tokens instead.
{1}{W}{U}
Geist of Saint Traft
Legendary Creature - Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
2 /
2
{3}{U}
Griptide
Instant
Put target creature on top of its owner's library.
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{U}
Metropolis Sprite
Creature - Faerie Rogue
Flying
{U}: Metropolis Sprite gets +1/-1 until end of turn.
1 /
2
{2}{U}{U}
Mist Raven
Creature - Bird
Flying
When Mist Raven enters the battlefield, return target creature to its owner's hand.
2 /
2
{U}
Nephalia Smuggler
Creature - Human Rogue
{3}{U}, {T}: Exile another target creature you control, then return that card to the battlefield under your control.
1 /
1
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{2}{W}
Palace Guard
Creature - Human Soldier
Palace Guard can block any number of creatures.
1 /
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}.)
--
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}.)
{2}{W}
Rebuke
Instant
Destroy target attacking creature.
{2}{W}
Rising Populace
Creature - Human
Whenever another creature or planeswalker you control dies, put a +1/+1 counter on Rising Populace.
2 /
2
{2}
Sharpened Pitchfork
Artifact - Equipment
Equipped creature has first strike.
As long as equipped creature is a Human, it gets +1/+1.
Equip {1}
{4}{W}
Spectral Gateguards
Creature - Spirit Soldier
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.
2 /
5
{1}{W}
Summary Judgment
Instant
Summary Judgment deals 3 damage to target tapped creature.
Addendum -- If you cast this spell during your main phase, it deals 5 damage instead.
{W}
Topplegeist
Creature - Spirit
Flying
When Topplegeist enters the battlefield, tap target creature an opponent controls.
Delirium -- At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
1 /
1
{W}
Topplegeist
Creature - Spirit
Flying
When Topplegeist enters the battlefield, tap target creature an opponent controls.
Delirium -- At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
1 /
1
{3}{U}
Tower Geist
Creature - Spirit
Flying
When Tower Geist enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
2 /
2
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
{2}{W}
Village Bell-Ringer
Creature - Human Scout
Flash (You may cast this spell any time you could cast an instant.)
When Village Bell-Ringer enters the battlefield, untap all creatures you control.
1 /
4
{1}{U}
Voyage's End
Instant
Return target creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)