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Select Main Deck Cards

{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{3}{W}{W}
Angelic Overseer
Creature - Angel
Flying

As long as you control a Human, Angelic Overseer has hexproof and indestructible.
5 / 3
{W}{W}
Auriok Champion
Creature - Human Cleric
Protection from black and from red

Whenever another creature enters the battlefield, you may gain 1 life.
1 / 1
{W}{W}
Auriok Champion
Creature - Human Cleric
Protection from black and from red

Whenever another creature enters the battlefield, you may gain 1 life.
1 / 1
{3}{W}{W}
Battlegrace Angel
Creature - Angel
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, it gains lifelink until end of turn.
4 / 4
{W}
Brave the Elements
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{W}
Dragon's Eye Sentry
Creature - Human Monk
Defender, first strike
1 / 3
{W}{W}
Elite Inquisitor
Creature - Human Soldier
First strike, vigilance

Protection from Vampires, from Werewolves, and from Zombies
2 / 2
{W}{W}
Elite Inquisitor
Creature - Human Soldier
First strike, vigilance

Protection from Vampires, from Werewolves, and from Zombies
2 / 2
{1}{W}{W}
Emancipation Angel
Creature - Angel
Flying

When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
3 / 3
{5}{W}{W}
Enduring Ideal
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle.

Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
{5}{W}{W}
Enduring Ideal
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle.

Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
{5}{W}{W}
Enduring Ideal
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle.

Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
{5}{W}{W}
Enduring Ideal
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle.

Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
{1}{W}
Fencing Ace
Creature - Human Soldier
Double strike
1 / 1
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{1}{W}
Knight of Glory
Creature - Human Knight
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
2 / 1
{W}{W}
Kor Firewalker
Creature - Kor Soldier
Protection from red

Whenever a player casts a red spell, you may gain 1 life.
2 / 2
{W}
Mosquito Guard
Creature - Kithkin Soldier
First strike

Reinforce 1--{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)
1 / 1
{W}
Mosquito Guard
Creature - Kithkin Soldier
First strike

Reinforce 1--{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)
1 / 1
{4}{W}{W}
Pristine Angel
Creature - Angel
Flying

As long as Pristine Angel is untapped, it has protection from artifacts and from all colors.

Whenever you cast a spell, you may untap Pristine Angel.
4 / 4
{W}
Rebuff the Wicked
Instant
Counter target spell that targets a permanent you control.
{W}
Rebuff the Wicked
Instant
Counter target spell that targets a permanent you control.
{W}
Rebuff the Wicked
Instant
Counter target spell that targets a permanent you control.
{W}
Rebuff the Wicked
Instant
Counter target spell that targets a permanent you control.
{3}{W}
Seraph of the Sword
Creature - Angel
Flying

Prevent all combat damage that would be dealt to Seraph of the Sword.
3 / 3
{W}{W}
Serra Avenger
Creature - Angel
You can't cast this spell during your first, second, or third turns of the game.

Flying, vigilance
3 / 3
{4}{W}
Shepherd of the Lost
Creature - Angel
Flying, first strike, vigilance
3 / 3
{W}{W}
Soltari Priest
Creature - Soltari Cleric
Protection from red

Shadow (This creature can block or be blocked by only creatures with shadow.)
2 / 1
{2}{W}{W}
Sublime Archangel
Creature - Angel
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
4 / 3
{W}
Tundra Wolves
Creature - Wolf
First strike (This creature deals combat damage before creatures without first strike.)
1 / 1
{2}{W}{W}
Voice of All
Creature - Angel
Flying

As Voice of All enters the battlefield, choose a color.

Voice of All has protection from the chosen color.
2 / 2
{W}
Warclamp Mastiff
Creature - Dog
First strike (This creature deals combat damage before creatures without first strike.)
1 / 1
{W}{W}
White Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
2 / 2
{W}{W}
White Shield Crusader
Creature - Human Knight
Protection from black

{W}: White Shield Crusader gains flying until end of turn.

{W}{W}: White Shield Crusader gets +1/+0 until end of turn.
2 / 1