As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
5 /
5
{1}{W}
Angelic Page
Creature - Angel Spirit
Flying
{T}: Target attacking or blocking creature gets +1/+1 until end of turn.
1 /
1
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)
Flying
0 /
4
{5}{W}
Aven Battle Priest
Creature - Bird Cleric
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Battle Priest enters the battlefield, you gain 3 life.
3 /
3
{1}{W}{U}
Azorius Aethermage
Creature - Human Wizard
Whenever a permanent is returned to your hand, you may pay {1}. If you do, draw a card.
1 /
1
{W/U}{W/U}
Azorius Guildmage
Creature - Vedalken Wizard
{2}{W}: Tap target creature.
{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)
2 /
2
{3}{U}
Binding Grasp
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, sacrifice Binding Grasp unless you pay {1}{U}.
You control enchanted creature.
Enchanted creature gets +0/+1.
{2}{W}
Blessed Spirits
Creature - Spirit
Flying
Whenever you cast an enchantment spell, put a +1/+1 counter on Blessed Spirits.
2 /
2
--
Boreal Shelf
Snow Land
Boreal Shelf enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Boreal Shelf
Snow Land
Boreal Shelf enters the battlefield tapped.
{T}: Add {W} or {U}.
{1}{U}{U}
Claustrophobia
Enchantment - Aura
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{1}{U}{U}
Claustrophobia
Enchantment - Aura
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{1}{U}{U}
Claustrophobia
Enchantment - Aura
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{W}
Funeral Pyre
Instant
Exile target card from a graveyard. Its owner creates a 1/1 white Spirit creature token with flying.
{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
{4}{U}
Gryff Vanguard
Creature - Human Knight
Flying
When Gryff Vanguard enters the battlefield, draw a card.
3 /
2
--
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}.)
--
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}.)
{2}{U}{U}
Mist Raven
Creature - Bird
Flying
When Mist Raven enters the battlefield, return target creature to its owner's hand.
2 /
2
{1}{W}
Mystic Familiar
Creature - Bird
Flying
Threshold -- As long as seven or more cards are in your graveyard, Mystic Familiar gets +1/+1 and has protection from black.
1 /
2
{3}{W}{W}
Patron of the Valiant
Creature - Angel
Flying
When Patron of the Valiant enters the battlefield, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
4 /
4
{3}{W}{W}
Phantom Flock
Creature - Bird Soldier Spirit
Flying
Phantom Flock enters the battlefield with three +1/+1 counters on it.
If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.
0 /
0
--
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}.)
{U}
Portent
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Draw a card at the beginning of the next turn's upkeep.
{U}
Portent
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Draw a card at the beginning of the next turn's upkeep.
{2}{U}
Rhystic Deluge
Enchantment
{U}: Tap target creature unless its controller pays {1}.
{2}{U}
Rhystic Deluge
Enchantment
{U}: Tap target creature unless its controller pays {1}.
{2}{U}
Rhystic Study
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
{2}{U}
Rhystic Study
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
{2}{U}
Rhystic Study
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
--
Seraph Sanctuary
Land
When Seraph Sanctuary enters the battlefield, you gain 1 life.
Whenever an Angel enters the battlefield under your control, you gain 1 life.
{T}: Add {C}.
{2}{W}
Sheer Drop
Sorcery
Destroy target tapped creature.
Awaken 3--{5}{W} (If you cast this spell for {5}{W}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
{2}{U}
Sphinx's Tutelage
Enchantment
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.
{5}{U}: Draw a card, then discard a card.
{2}{W}{U}
Spire Patrol
Creature - Human Soldier
Flying
When Spire Patrol enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
3 /
2
{1}{U}
Stormscape Familiar
Creature - Bird
Flying
White spells and black spells you cast cost {1} less to cast.
1 /
1
{W}
Suntail Hawk
Creature - Bird
Flying
1 /
1
{3}{W}
Suppression Bonds
Enchantment - Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
{3}{W}
Suppression Bonds
Enchantment - Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
{1}{W}
Swift Reckoning
Sorcery
Spell mastery -- If there are two or more instant and/or sorcery cards in your graveyard, you may cast Swift Reckoning as though it had flash. (You may cast it any time you could cast an instant.)
Destroy target tapped creature.
{3}{W}{U}
Teferi's Moat
Enchantment
As Teferi's Moat enters the battlefield, choose a color.
Creatures of the chosen color without flying can't attack you.
{2}{U}{U}
Thieving Magpie
Creature - Bird
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Thieving Magpie deals damage to an opponent, draw a card.
1 /
3
{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
{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
{1}{U}
Turn to Frog
Instant
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
{4}{W}{W}
Voice of the Provinces
Creature - Angel
Flying
When Voice of the Provinces enters the battlefield, create a 1/1 white Human creature token.
3 /
3
{1}{U}
Whirlpool Rider
Creature - Merfolk
When Whirlpool Rider enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards.
1 /
1
{1}{U}
Whirlpool Rider
Creature - Merfolk
When Whirlpool Rider enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards.