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{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{2}{W}
Animal Boneyard
Enchantment - Aura
Enchant land

Enchanted land has "{T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
{3}{W}{W}
Archangel of Thune
Creature - Angel
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.
3 / 4
{2}{W}{W}
Commander Eesha
Legendary Creature - Bird Soldier
Flying, protection from creatures
2 / 4
{2}{W}{W}
Commander Eesha
Legendary Creature - Bird Soldier
Flying, protection from creatures
2 / 4
{2}{W}{W}
Commander Eesha
Legendary Creature - Bird Soldier
Flying, protection from creatures
2 / 4
{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.
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 / 2
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 / 2
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 / 2
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 / 2
{3}{W}{W}
Fountain Watch
Creature - Human Cleric
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
2 / 4
{3}{W}{W}
Fountain Watch
Creature - Human Cleric
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
2 / 4
{3}{W}{W}
Fountain Watch
Creature - Human Cleric
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
2 / 4
{2}{W}{W}
Ivory Mask
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
{2}{W}{W}
Ivory Mask
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
{2}{W}{W}
Ivory Mask
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
{W}
Peach Garden Oath
Sorcery
You gain 2 life for each creature you control.
{W}
Peach Garden Oath
Sorcery
You gain 2 life for each creature you control.
{W}
Peach Garden Oath
Sorcery
You gain 2 life for each creature you control.
--
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}.)
{W}
Rebuff the Wicked
Instant
Counter target spell that targets a permanent you control.
{3}{W}
Rhox Faithmender
Creature - Rhino Monk
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

If you would gain life, you gain twice that much life instead.
1 / 5
{3}{W}
Rhox Faithmender
Creature - Rhino Monk
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

If you would gain life, you gain twice that much life instead.
1 / 5
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 / 1
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 / 1
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 / 1
{W}
Soul Warden
Creature - Human Cleric
Whenever another creature enters the battlefield, you gain 1 life.
1 / 1
{1}{W}
Soul's Grace
Instant
You gain life equal to target creature's power.
{1}{W}
Soul's Grace
Instant
You gain life equal to target creature's power.
{1}{W}
Soul's Grace
Instant
You gain life equal to target creature's power.
{2}{W}
Sunseed Nurturer
Creature - Human Druid Wizard
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.

{T}: Add {C}.
1 / 1
{2}{W}
Sunseed Nurturer
Creature - Human Druid Wizard
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.

{T}: Add {C}.
1 / 1
{2}{W}
Sunseed Nurturer
Creature - Human Druid Wizard
At the beginning of your end step, if you control a creature with power 5 or greater, you may gain 2 life.

{T}: Add {C}.
1 / 1
{2}{W}{W}
Test of Endurance
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
{2}{W}{W}
Test of Endurance
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
{W}
Tithe
Instant
Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards, put them into your hand, then shuffle.
{W}
Tithe
Instant
Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards, put them into your hand, then shuffle.
{W}
Tithe
Instant
Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards, put them into your hand, then shuffle.
{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 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
{4}
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
{4}
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
{4}
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.

{W}
Benevolent Bodyguard
Creature - Human Cleric
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{W}
Benevolent Bodyguard
Creature - Human Cleric
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{W}
Benevolent Bodyguard
Creature - Human Cleric
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{2}{W}{W}
Commander Eesha
Legendary Creature - Bird Soldier
Flying, protection from creatures
2 / 4
{2}{W}{W}
Commander Eesha
Legendary Creature - Bird Soldier
Flying, protection from creatures
2 / 4
{W}
Devoted Caretaker
Creature - Human Cleric
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
1 / 2
{2}{W}{W}
Ivory Mask
Enchantment
You have shroud. (You can't be the target of spells or abilities.)
{2}{W}
Pariah
Enchantment - Aura
Enchant creature

All damage that would be dealt to you is dealt to enchanted creature instead.
{3}{W}
Proper Burial
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
{3}{W}
Proper Burial
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
{3}{W}
Proper Burial
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
{3}{W}
Proper Burial
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
{4}{W}
Resplendent Mentor
Creature - Kithkin Cleric
White creatures you control have "{T}: You gain 1 life."
2 / 2
{4}{W}
Resplendent Mentor
Creature - Kithkin Cleric
White creatures you control have "{T}: You gain 1 life."
2 / 2
{4}{W}
Resplendent Mentor
Creature - Kithkin Cleric
White creatures you control have "{T}: You gain 1 life."
2 / 2
{4}{W}
Resplendent Mentor
Creature - Kithkin Cleric
White creatures you control have "{T}: You gain 1 life."
2 / 2
{2}{W}{W}
Spiritual Asylum
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)

When a creature you control attacks, sacrifice Spiritual Asylum.
{2}{W}{W}
Spiritual Asylum
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)

When a creature you control attacks, sacrifice Spiritual Asylum.
{2}{W}{W}
Spiritual Asylum
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)

When a creature you control attacks, sacrifice Spiritual Asylum.
{3}
Staff of the Sun Magus
Artifact
Whenever you cast a white spell or a Plains enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Sun Magus
Artifact
Whenever you cast a white spell or a Plains enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Sun Magus
Artifact
Whenever you cast a white spell or a Plains enters the battlefield under your control, you gain 1 life.
{2}{W}{W}
Test of Endurance
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
{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