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Select Main Deck Cards

{2}{W}
Abbey Matron
Creature - Human Cleric
{W}, {T}: Abbey Matron gets +0/+3 until end of turn.
1 / 3
{2}{W}
Abbey Matron
Creature - Human Cleric
{W}, {T}: Abbey Matron gets +0/+3 until end of turn.
1 / 3
{1}{W}
Accorder Paladin
Creature - Human Knight
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
3 / 1
{1}{W}
Accorder Paladin
Creature - Human Knight
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
3 / 1
{1}{W}
Adamant Will
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
{1}{W}
Adamant Will
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
{W}
Adorable Kitten
Host Creature - Cat
When this creature enters the battlefield, roll a six-sided die. You gain life equal to the result.
1 / 1
{1}{W}
Ainok Bond-Kin
Creature - Dog Soldier
Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has first strike.
2 / 1
{5}{W}{W}{W}
Akroma, Angel of Wrath
Legendary Creature - Angel
Flying, first strike, vigilance, trample, haste, protection from black and from red
6 / 6
{W}{W}
Amrou Kithkin
Creature - Kithkin
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
1 / 1
{1}{W}
Amrou Scout
Creature - Kithkin Rebel Scout
{4}, {T}: Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
2 / 1
{5}{W}{W}
Angel of Glory's Rise
Creature - Angel
Flying

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
4 / 6
{4}{W}
Angel of the Dawn
Creature - Angel
Flying

When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
3 / 3
{2}
Angel's Feather
Artifact
Whenever a player casts a white spell, you may gain 1 life.
{3}
Angel's Tomb
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
{5}{W}{W}
Angelic Arbiter
Creature - Angel
Flying

Each opponent who cast a spell this turn can't attack with creatures.

Each opponent who attacked with a creature this turn can't cast spells.
5 / 6
{3}
Angelic Armaments
Artifact - Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
{2}{W}
Angelic Blessing
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
{1}{W}
Angelic Renewal
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{1}{W}
Anointer Priest
Creature - Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.

Embalm {3}{W} ({3}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Cleric with no mana cost. Embalm only as a sorcery.)
1 / 3
{W}
Armor of Faith
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

{W}: Enchanted creature gets +0/+1 until end of turn.
{1}{W}{W}
Army of Allah
Instant
Attacking creatures get +2/+0 until end of turn.
{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}
Avenging Angel
Creature - Angel
Flying

When Avenging Angel dies, you may put it on top of its owner's library.
3 / 3
{1}{W}
Battlefield Promotion
Instant
Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life.
{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
{1}{W}
Benalish Honor Guard
Creature - Human Knight
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
2 / 2
{1}{W}
Benalish Trapper
Creature - Human Soldier
{W}, {T}: Tap target creature.
1 / 2
{1}
Bladed Bracers
Artifact - Equipment
Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{W}
Blessed Reversal
Instant
You gain 3 life for each creature attacking you.
{1}{W}
Blinding Mage
Creature - Human Wizard
{W}, {T}: Tap target creature.
1 / 2
{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}
Built to Last
Instant
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
{1}{W}
Call to Glory
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
{W}
Cathedral Sanctifier
Creature - Human Cleric
When Cathedral Sanctifier enters the battlefield, you gain 3 life.
1 / 1
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 / 1
{W}
Charge
Instant
Creatures you control get +1/+1 until end of turn.
{W}
Children of Korlis
Creature - Human Rebel Cleric
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
1 / 1
{1}{W}
Cleansing Ray
Sorcery
Choose one --

• Destroy target Vampire.

• Destroy target enchantment.
{1}{W}
Conviction
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+3.

{W}: Return Conviction to its owner's hand.
{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
{1}{W}
Dawn Charm
Instant
Choose one --

• Prevent all combat damage that would be dealt this turn.

• Regenerate target creature.

• Counter target spell that targets you.
{1}{W}
Dawnbringer Cleric
Creature - Human Cleric
When Dawnbringer Cleric enters the battlefield, choose one --

• Cure Wounds -- You gain 2 life.

• Dispel Magic -- Destroy target enchantment.

• Gentle Repose -- Exile target card from a graveyard.
1 / 3
{W}
Death Ward
Instant
Regenerate target creature.
--
Flagstones of Trokair
Legendary Land
{T}: Add {W}.

When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
{X}{W}
Guardian Angel
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
{3}{W}{W}
Herald of War
Creature - Angel
Flying

Whenever Herald of War attacks, put a +1/+1 counter on it.

Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on Herald of War.
3 / 3
--
Kabira Crossroads
Land
Kabira Crossroads enters the battlefield tapped.

When Kabira Crossroads enters the battlefield, you gain 2 life.

{T}: Add {W}.
{2}{W}{W}
Malach of the Dawn
Creature - Angel
Flying

{W}{W}{W}: Regenerate Malach of the Dawn.
2 / 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}.)
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{1}
Scroll of Avacyn
Artifact
{1}, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life.
--
Sejiri Steppe
Land
Sejiri Steppe enters the battlefield tapped.

When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

{T}: Add {W}.
--
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}.
--
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}.
--
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}{W}
Seraph of Dawn
Creature - Angel
Flying, lifelink
2 / 4
{2}{W}{W}
Seraph of Dawn
Creature - Angel
Flying, lifelink
2 / 4
{2}{W}{W}
Sustainer of the Realm
Creature - Angel
Flying

Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
2 / 3
{1}{W}
Wall of Omens
Creature - Wall
Defender

When Wall of Omens enters the battlefield, draw a card.
0 / 4
{3}{W}
Wall of Reverence
Creature - Spirit Wall
Defender, flying

At the beginning of your end step, you may gain life equal to the power of target creature you control.
1 / 6
{3}{W}
Wall of Swords
Creature - Wall
Defender (This creature can't attack.)

Flying
3 / 5
{2}{W}
Warded Battlements
Creature - Wall
Defender (This creature can't attack.)

Attacking creatures you control get +1/+0.
0 / 3