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
{1}{W}
Fencing Ace
Creature - Human Soldier
Double strike
1 /
1
{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
{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.