• Creatures you control gain lifelink until end of turn.
• Draw a card.
• Put target attacking or blocking creature on top of its owner's library.
{W}{U}
Azorius Charm
Instant
Choose one --
• Creatures you control gain lifelink until end of turn.
• Draw a card.
• Put target attacking or blocking creature on top of its owner's library.
{W}
Caravan Escort
Creature - Human Knight
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
2/2
LEVEL 5+
5/5
First strike
1 /
1
{W}
Caravan Escort
Creature - Human Knight
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
2/2
LEVEL 5+
5/5
First strike
1 /
1
{W}
Caravan Escort
Creature - Human Knight
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
2/2
LEVEL 5+
5/5
First strike
1 /
1
{W}
Caravan Escort
Creature - Human Knight
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
2/2
LEVEL 5+
5/5
First strike
1 /
1
{1}{U}
Champion's Drake
Creature - Drake
Flying
Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.
1 /
1
{1}{U}
Champion's Drake
Creature - Drake
Flying
Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.
1 /
1
{1}{U}
Champion's Drake
Creature - Drake
Flying
Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.
1 /
1
{W}
Faith's Shield
Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour -- If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
{W}
Faith's Shield
Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour -- If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
{W}
Faith's Shield
Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour -- If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{W}{U}
Hindering Light
Instant
Counter target spell that targets you or a permanent you control.
Draw a card.
{W}{U}
Hindering Light
Instant
Counter target spell that targets you or a permanent you control.
Draw a card.
{W}{U}
Hindering Light
Instant
Counter target spell that targets you or a permanent you control.
Draw a card.
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{U}
Lighthouse Chronologist
Creature - Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
1 /
3
{1}{U}
Lighthouse Chronologist
Creature - Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
1 /
3
{1}{U}
Lighthouse Chronologist
Creature - Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
1 /
3
{1}{U}
Lighthouse Chronologist
Creature - Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
1 /
3
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{W}
Scout's Warning
Instant
The next creature card you play this turn can be played as though it had flash.
Draw a card.
{W}
Scout's Warning
Instant
The next creature card you play this turn can be played as though it had flash.
Draw a card.
{W}
Student of Warfare
Creature - Human Knight
Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-6
3/3
First strike
LEVEL 7+
4/4
Double strike
1 /
1
{W}
Student of Warfare
Creature - Human Knight
Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-6
3/3
First strike
LEVEL 7+
4/4
Double strike
1 /
1
{W}
Student of Warfare
Creature - Human Knight
Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-6
3/3
First strike
LEVEL 7+
4/4
Double strike
1 /
1
{W}
Student of Warfare
Creature - Human Knight
Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-6
3/3
First strike
LEVEL 7+
4/4
Double strike
1 /
1
{1}{W}
Time of Heroes
Enchantment
Each creature you control with a level counter on it gets +2/+2.
{1}{W}
Time of Heroes
Enchantment
Each creature you control with a level counter on it gets +2/+2.
{1}{W}
Time of Heroes
Enchantment
Each creature you control with a level counter on it gets +2/+2.
{1}{W}
Time of Heroes
Enchantment
Each creature you control with a level counter on it gets +2/+2.
{U}
Training Grounds
Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
{U}
Training Grounds
Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
{1}{W}{W}
Transcendent Master
Creature - Human Cleric Avatar
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 6-11
6/6
Lifelink
LEVEL 12+
9/9
Lifelink, indestructible
3 /
3
{1}{W}{W}
Transcendent Master
Creature - Human Cleric Avatar
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 6-11
6/6
Lifelink
LEVEL 12+
9/9
Lifelink, indestructible
3 /
3
{2}{U}
Venerated Teacher
Creature - Human Wizard
When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up.
2 /
2
{2}{U}
Venerated Teacher
Creature - Human Wizard
When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up.
2 /
2
{2}{U}
Venerated Teacher
Creature - Human Wizard
When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up.
2 /
2
{2}{U}
Venerated Teacher
Creature - Human Wizard
When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up.
2 /
2
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
{1}{U}{U}
Echo Mage
Creature - Human Wizard
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
{U}{U}, {T}: Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
{U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose new targets for the copies.
2 /
3
{1}{U}{U}
Echo Mage
Creature - Human Wizard
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
{U}{U}, {T}: Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
{U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose new targets for the copies.
2 /
3
{W}
Fragmentize
Sorcery
Destroy target artifact or enchantment with mana value 4 or less.
{W}
Fragmentize
Sorcery
Destroy target artifact or enchantment with mana value 4 or less.
{W}
Fragmentize
Sorcery
Destroy target artifact or enchantment with mana value 4 or less.
{W}
Fragmentize
Sorcery
Destroy target artifact or enchantment with mana value 4 or less.
{2}{W}
Hedron-Field Purists
Creature - Human Cleric
Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
0 /
3
{2}{W}
Hedron-Field Purists
Creature - Human Cleric
Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
0 /
3
{W}
Holy Day
Instant
Prevent all combat damage that would be dealt this turn.
{W}
Holy Day
Instant
Prevent all combat damage that would be dealt this turn.
{2}
Strionic Resonator
Artifact
{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
{2}
Strionic Resonator
Artifact
{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
{1}{U}
Unsubstantiate
Instant
Return target spell or creature to its owner's hand.
{1}{U}
Unsubstantiate
Instant
Return target spell or creature to its owner's hand.
{3}{W}{U}
Venser, the Sojourner
Legendary Planeswalker - Venser
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
-1: Creatures can't be blocked this turn.
-8: You get an emblem with "Whenever you cast a spell, exile target permanent."