Destroy target tapped creature. You gain 1 life for each creature you control with flying.
{W}{W}
Armament Master
Creature - Kor Soldier
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
2 /
2
{2}{W}
Cathar's Call
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
{2}{W}{W}{W}
Conqueror's Pledge
Sorcery
Kicker {6} (You may pay an additional {6} as you cast this spell.)
Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
{3}{W}
Divine Verdict
Instant
Destroy target attacking or blocking creature.
{1}{W}
Eternal Isolation
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
{4}{W}
Ghostly Sentinel
Creature - Kor Spirit
Flying, vigilance
3 /
3
{4}{W}
Ghostly Sentinel
Creature - Kor Spirit
Flying, vigilance
3 /
3
{4}{W}
Ghostly Sentinel
Creature - Kor Spirit
Flying, vigilance
3 /
3
{1}{W}
Gideon's Reproach
Instant
Gideon's Reproach deals 4 damage to target attacking or blocking creature.
{1}{W}
Gift of Estates
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, put them into your hand, then shuffle.
{1}{W}{W}
Guardians' Pledge
Instant
White creatures you control get +2/+2 until end of turn.
{1}{W}{W}
Guardians' Pledge
Instant
White creatures you control get +2/+2 until end of turn.
{1}
Honed Khopesh
Artifact - Equipment
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}{W}
Intrepid Adversary
Creature - Human Scout
Lifelink
When Intrepid Adversary enters the battlefield, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary.
Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
3 /
1
--
Kabira Crossroads
Land
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
{T}: Add {W}.
--
Kabira Crossroads
Land
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
{T}: Add {W}.
{W}{W}
Kor Aeronaut
Creature - Kor Soldier
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2 /
2
{W}{W}
Kor Aeronaut
Creature - Kor Soldier
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2 /
2
{W}
Kor Duelist
Creature - Kor Soldier
As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
1 /
1
{W}
Kor Duelist
Creature - Kor Soldier
As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
1 /
1
{W}
Kor Halberd
Artifact - Equipment
Equipped creature gets +1/+1 and has vigilance.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{2}{W}
Kor Hookmaster
Creature - Kor Soldier
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2 /
2
{2}{W}
Kor Hookmaster
Creature - Kor Soldier
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2 /
2
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{3}{W}{W}
Landbind Ritual
Sorcery
You gain 2 life for each Plains you control.
{3}{W}{W}
Meditation Puzzle
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
You gain 8 life.
{2}{W}
Narrow Escape
Instant
Return target permanent you control to its owner's hand. You gain 4 life.
{1}{W}
Open the Armory
Sorcery
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
--
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}.)
{2}{W}{W}
Relief Captain
Creature - Kor Knight Ally
When Relief Captain enters the battlefield, support 3. (Put a +1/+1 counter on each of up to three other target creatures.)
3 /
2
{2}{W}
Shadow Glider
Creature - Kor Soldier
Flying
2 /
2
{2}
Sigil of Valor
Artifact - Equipment
Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{0}
Spidersilk Net
Artifact - Equipment
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}{W}
Sungold Barrage
Instant
Destroy target creature with toughness 4 or greater.
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
{1}
Trusty Machete
Artifact - Equipment
Equipped creature gets +2/+1.
Equip {2}
{3}
Veteran's Powerblade
Artifact - Equipment
Equipped creature gets +2/+0.
Equip Soldier {W}
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}{W}{W}
Windborne Charge
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.