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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
{W}
Abu Ja'far
Creature - Human
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
0 / 1
{W}
Abu Ja'far
Creature - Human
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
0 / 1
{1}{W}
Advance Scout
Creature - Human Soldier Scout
First strike

{W}: Target creature gains first strike until end of turn.
1 / 1
{2}{W}{W}
Angel's Mercy
Instant
You gain 7 life.
{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 Page
Creature - Angel Spirit
Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.
1 / 1
{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
{2}{W}{W}
Angry Mob
Creature - Human
Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
2+* / 2+*
{2}{W}
Arenson's Aura
Enchantment
{W}, Sacrifice an enchantment: Destroy target enchantment.

{3}{U}{U}: Counter target enchantment spell.
{2}{W}
Attended Knight
Creature - Human Knight
First strike

When Attended Knight enters the battlefield, create a 1/1 white Soldier creature token.
2 / 2
{2}{W}
Attended Knight
Creature - Human Knight
First strike

When Attended Knight enters the battlefield, create a 1/1 white Soldier creature token.
2 / 2
{2}{W}{W}
Aysen Crusader
Creature - Human Knight
Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control.
2+* / 2+*
{W}
Benalish Hero
Creature - Human Soldier
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
1 / 1
{W}
Benalish Hero
Creature - Human Soldier
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
1 / 1
{W}
Benalish Hero
Creature - Human Soldier
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
1 / 1
{1}{W}
Blessed Wine
Instant
You gain 1 life.

Draw a card at the beginning of the next turn's upkeep.
{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}
Brainwash
Enchantment - Aura
Enchant creature

Enchanted creature can't attack unless its controller pays {3}.
{1}{W}
Brilliant Halo
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
{1}{W}
Brilliant Halo
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
{1}{W}
Brilliant Halo
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
{1}{W}
Brilliant Halo
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.
{W}
Burst of Energy
Instant
Untap target permanent.
{1}{W}
Call to Serve
Enchantment - Aura
Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
{2}{W}
Calming Licid
Creature - Licid
{W}, {T}: Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect.

Enchanted creature can't attack.
2 / 2
{1}{W}
Capashen Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

{1}{W}: Capashen Knight gets +1/+0 until end of turn.
1 / 1
{W}
Capashen Standard
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

{2}, Sacrifice Capashen Standard: Draw a card.
{W}
Capashen Standard
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

{2}, Sacrifice Capashen Standard: Draw a card.
{2}{W}
Capashen Templar
Creature - Human Knight
{W}: Capashen Templar gets +0/+1 until end of turn.
2 / 2
{2}{W}
Cessation
Enchantment - Aura
Enchant creature

Enchanted creature can't attack.

When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand.
{1}{W}{W}
Chapel Geist
Creature - Spirit
Flying
2 / 3
{1}{W}
Circle of Protection: Black
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Black
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Black
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Blue
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Red
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: White
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
{W}
Civic Guildmage
Creature - Human Wizard
{G}, {T}: Target creature gets +0/+1 until end of turn.

{U}, {T}: Put target creature you control on top of its owner's library.
1 / 1
{1}{W}
Clear
Instant
Destroy target enchantment.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Clear
Instant
Destroy target enchantment.

Cycling {2} ({2}, Discard this card: Draw a card.)
{3}{W}
Cloudchaser Eagle
Creature - Bird
Flying

When Cloudchaser Eagle enters the battlefield, destroy target enchantment.
2 / 2
{3}{W}
Cloudchaser Eagle
Creature - Bird
Flying

When Cloudchaser Eagle enters the battlefield, destroy target enchantment.
2 / 2
{W}
Cloudshift
Instant
Exile target creature you control, then return that card to the battlefield under your control.
{2}{W}
Cold Snap
Enchantment
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.
{4}{W}
Commander's Authority
Enchantment - Aura
Enchant creature

Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
{1}{W}
Crossbow Infantry
Creature - Human Soldier Archer
{T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
1 / 1
{2}{W}
D'Avenant Archer
Creature - Human Soldier Archer
{T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
1 / 2
{W}
Death Ward
Instant
Regenerate target creature.
{W}
Devout Harpist
Creature - Human
{T}: Destroy target Aura attached to a creature.
1 / 1
{W}
Devout Harpist
Creature - Human
{T}: Destroy target Aura attached to a creature.
1 / 1
{1}{W}
Disciple of Grace
Creature - Human Cleric
Protection from black

Cycling {2} ({2}, Discard this card: Draw a card.)
1 / 2
{1}{W}
Disempower
Instant
Put target artifact or enchantment on top of its owner's library.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{3}{W}
Ekundu Griffin
Creature - Griffin
Flying, first strike
2 / 2
{2}{W}{W}
Enduring Renewal
Enchantment
Play with your hand revealed.

If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.

Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
{W}
Erase
Instant
Exile target enchantment.
{1}{W}
Errand of Duty
Instant
Create a 1/1 white Knight creature token with banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
{1}{W}
Expendable Troops
Creature - Human Soldier
{T}, Sacrifice Expendable Troops: It deals 2 damage to target attacking or blocking creature.
2 / 1
{1}{W}
Expendable Troops
Creature - Human Soldier
{T}, Sacrifice Expendable Troops: It deals 2 damage to target attacking or blocking creature.
2 / 1
{3}{W}
Eyes in the Skies
Instant
Create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
{1}{W}{W}
Fortified Area
Enchantment
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
{1}{W}{W}
Fortified Area
Enchantment
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
{W}
Fylgja
Enchantment - Aura
Enchant creature

Fylgja enters the battlefield with four healing counters on it.

Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.

{2}{W}: Put a healing counter on Fylgja.
{W}
Fylgja
Enchantment - Aura
Enchant creature

Fylgja enters the battlefield with four healing counters on it.

Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.

{2}{W}: Put a healing counter on Fylgja.
{1}{W}
Gather the Townsfolk
Sorcery
Create two 1/1 white Human creature tokens.

Fateful hour -- If you have 5 or less life, create five of those tokens instead.
{1}{W}
Glorious Charge
Instant
Creatures you control get +1/+1 until end of turn.
{3}{W}
Griffin Protector
Creature - Griffin
Flying

Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn.
2 / 3
{3}{W}
Griffin Protector
Creature - Griffin
Flying

Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn.
2 / 3
{4}{W}
Guardian Lions
Creature - Cat
Vigilance (Attacking doesn't cause this creature to tap.)
1 / 6
{2}{W}
Guardians of Akrasa
Creature - Human Soldier
Defender (This creature can't attack.)

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
0 / 4
{3}{W}{W}
Hazduhr the Abbot
Legendary Creature - Human Cleric
{X}, {T}: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead.
2 / 5
{W}
Heal
Instant
Prevent the next 1 damage that would be dealt to any target this turn.

Draw a card at the beginning of the next turn's upkeep.
{1}{W}
Hero's Resolve
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+5.
{1}{W}
Hero's Resolve
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+5.
{1}{W}
Hero's Resolve
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+5.
{1}{W}
Hipparion
Creature - Horse
Hipparion can't block creatures with power 3 or greater unless you pay {1}.
1 / 3
{4}{W}
Iron Tusk Elephant
Creature - Elephant
Trample
3 / 3
{W}
Kelsinko Ranger
Creature - Human Ranger
{1}{W}: Target green creature gains first strike until end of turn.
1 / 1
{1}{W}
Kjeldoran Pride
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

{2}{U}: Attach Kjeldoran Pride to target creature other than enchanted creature.
{W}
Kjeldoran Warrior
Creature - Human Warrior
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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}
Loyal Cathar
Creature - Human Soldier
Vigilance

When Loyal Cathar dies, return it to the battlefield transformed under your control at the beginning of the next end step.
2 / 2
--
Unhallowed Cathar
Creature - Zombie Soldier

Unhallowed Cathar can't block.
2 / 2
{1}{W}{W}
Mangara's Equity
Enchantment
As Mangara's Equity enters the battlefield, choose black or red.

At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay {1}{W}.

Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature.
{1}{W}
Monk Realist
Creature - Human Monk Cleric
When Monk Realist enters the battlefield, destroy target enchantment.
1 / 1
{W}
Mtenda Herder
Creature - Human Scout
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1 / 1
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{W}
Opal Caryatid
Enchantment
When an opponent casts a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature.
{1}{W}
Opal Gargoyle
Enchantment
When an opponent casts a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying.
{1}{W}
Osai Vultures
Creature - Bird
Flying

At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.
1 / 1
{1}{W}
Osai Vultures
Creature - Bird
Flying

At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.
1 / 1
{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.
{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}
Pikemen
Creature - Human Soldier
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
1 / 1
{1}{W}
Prismatic Ward
Enchantment - Aura
Enchant creature

As Prismatic Ward enters the battlefield, choose a color.

Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
{W}
Purify the Grave
Instant
Exile target card from a graveyard.

Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{W}{W}
Rally
Instant
Blocking creatures get +1/+1 until end of turn.
{2}{W}
Safe Passage
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
{1}{W}
Samite Healer
Creature - Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
1 / 1
{1}{W}
Samite Healer
Creature - Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
1 / 1
{2}{W}
Sanctum Custodian
Creature - Human Cleric
{T}: Prevent the next 2 damage that would be dealt to any target this turn.
1 / 2
{1}{W}{W}
Sanctum Guardian
Creature - Human Cleric
Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
1 / 4
{2}{W}{W}
Seeker
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
{2}{W}{W}
Seeker
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
{W}{W}
Serra Bestiary
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay {W}{W}.

Enchanted creature can't attack or block, and its activated abilities with {T} in their costs can't be activated.
{3}{W}
Solidarity
Instant
Creatures you control get +0/+5 until end of turn.
{3}{W}
Solidarity
Instant
Creatures you control get +0/+5 until end of turn.
{W}
Songstitcher
Creature - Human Cleric
{1}{W}: Prevent all combat damage that would be dealt this turn by target attacking creature with flying.
1 / 1
{1}{W}
Spare from Evil
Instant
Creatures you control gain protection from non-Human creatures until end of turn.
{2}{W}
Standing Troops
Creature - Human Soldier
Vigilance
1 / 4
{1}{W}{W}
Sunspire Griffin
Creature - Griffin
Flying
2 / 3
{3}{W}
Tormented Angel
Creature - Angel
Flying
1 / 5
{W}
Trade Caravan
Creature - Human Nomad
At the beginning of your upkeep, put a currency counter on Trade Caravan.

Remove two currency counters from Trade Caravan: Untap target basic land. Activate only during an opponent's upkeep.
1 / 1
{W}
Trade Caravan
Creature - Human Nomad
At the beginning of your upkeep, put a currency counter on Trade Caravan.

Remove two currency counters from Trade Caravan: Untap target basic land. Activate only during an opponent's upkeep.
1 / 1
{W}
Trade Caravan
Creature - Human Nomad
At the beginning of your upkeep, put a currency counter on Trade Caravan.

Remove two currency counters from Trade Caravan: Untap target basic land. Activate only during an opponent's upkeep.
1 / 1
{W}
Tundra Wolves
Creature - Wolf
First strike (This creature deals combat damage before creatures without first strike.)
1 / 1
{1}{W}
Urgent Exorcism
Instant
Destroy target Spirit or enchantment.
{2}{W}
Village Bell-Ringer
Creature - Human Scout
Flash (You may cast this spell any time you could cast an instant.)

When Village Bell-Ringer enters the battlefield, untap all creatures you control.
1 / 4
{W}
Visions
Sorcery
Look at the top five cards of target player's library. You may then have that player shuffle that library.
{W}
Visions
Sorcery
Look at the top five cards of target player's library. You may then have that player shuffle that library.
{1}{W}
Wall of Resistance
Creature - Wall
Defender (This creature can't attack.)

Flying

At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.
0 / 3
{W}
Warning
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
{W}
Warning
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
{2}{W}
Waylay
Instant
Create three 2/2 white Knight creature tokens. Exile them at the beginning of the next cleanup step.
{2}{W}
Waylay
Instant
Create three 2/2 white Knight creature tokens. Exile them at the beginning of the next cleanup step.
{1}{W}
Welkin Hawk
Creature - Bird
Flying

When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
1 / 1
{1}{W}
Welkin Hawk
Creature - Bird
Flying

When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
1 / 1
{W}
White Scarab
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by white creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
{1}{W}
Youthful Knight
Creature - Human Knight
First strike
2 / 1
{2}{W}
Zhalfirin Knight
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}{W}: Zhalfirin Knight gains first strike until end of turn.
2 / 2
{2}{W}
Zhalfirin Knight
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}{W}: Zhalfirin Knight gains first strike until end of turn.
2 / 2
{4}{W}
Zuberi, Golden Feather
Legendary Creature - Griffin
Flying

Other Griffin creatures get +1/+1.
3 / 3