Create two 1/1 white Bird creature tokens with flying.
Flashback--Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{W}{W}
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback--Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{W}{W}
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback--Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{W}{W}
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback--Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{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}
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}
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}
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.
{W}
Gaze of Justice
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control.
Exile target creature.
Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{W}
Gaze of Justice
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control.
Exile target creature.
Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{W}
Gaze of Justice
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control.
Exile target creature.
Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{W}
Gaze of Justice
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control.
Exile target creature.
Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{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}{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.
--
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}{W}
Raise the Alarm
Instant
Create two 1/1 white Soldier creature tokens.
{1}{W}
Raise the Alarm
Instant
Create two 1/1 white Soldier creature tokens.
{1}{W}
Raise the Alarm
Instant
Create two 1/1 white Soldier creature tokens.
{1}{W}
Raise the Alarm
Instant
Create two 1/1 white Soldier creature tokens.
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
{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}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
1 /
1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
1 /
1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
1 /
1
{1}{W}
Suture Priest
Creature - Phyrexian Cleric
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
1 /
1
{4}{W}{W}
Triplicate Spirits
Sorcery
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.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
{4}{W}{W}
Triplicate Spirits
Sorcery
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.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
{4}{W}{W}
Triplicate Spirits
Sorcery
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.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
{4}{W}{W}
Triplicate Spirits
Sorcery
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.)
Create three 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
{1}{W}
You Hear Something on Watch
Instant
Choose one --
• Rouse the Party -- Creatures you control get +1/+1 until end of turn.
• Set Off Traps -- This spell deals 5 damage to target attacking creature.
{1}{W}
You Hear Something on Watch
Instant
Choose one --
• Rouse the Party -- Creatures you control get +1/+1 until end of turn.
• Set Off Traps -- This spell deals 5 damage to target attacking creature.
{1}{W}
You Hear Something on Watch
Instant
Choose one --
• Rouse the Party -- Creatures you control get +1/+1 until end of turn.
• Set Off Traps -- This spell deals 5 damage to target attacking creature.
{1}{W}
You Hear Something on Watch
Instant
Choose one --
• Rouse the Party -- Creatures you control get +1/+1 until end of turn.
• Set Off Traps -- This spell deals 5 damage to target attacking creature.
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{1}{W}
Break of Day
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{W}
Charge
Instant
Creatures you control get +1/+1 until end of turn.
{1}{W}
Family Reunion
Instant
Choose one --
• Creatures you control get +1/+1 until end of turn.
• Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}
Kjeldoran War Cry
Instant
Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards.
{1}{W}{W}
Kytheon's Tactics
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell mastery -- If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
{1}{W}{W}
Kytheon's Tactics
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell mastery -- If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
{1}{W}{W}
Kytheon's Tactics
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell mastery -- If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
{2}{W}
Martyr's Soul
Creature - Spirit Soldier
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.)
When Martyr's Soul enters the battlefield, if you control no tapped lands, put two +1/+1 counters on it.
3 /
2
{3}{W}
Patrician's Scorn
Instant
If you've cast another white spell this turn, you may cast this spell without paying its mana cost.
Destroy all enchantments.
{3}{W}
Ramosian Rally
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Creatures you control get +1/+1 until end of turn.
{3}{W}
Ramosian Rally
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Creatures you control get +1/+1 until end of turn.
{3}{W}
Ramosian Rally
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Creatures you control get +1/+1 until end of turn.
{3}{W}
Ramosian Rally
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Creatures you control get +1/+1 until end of turn.
{1}{W}{W}
Righteous Charge
Sorcery
Creatures you control get +2/+2 until end of turn.
{1}{W}{W}
Righteous Charge
Sorcery
Creatures you control get +2/+2 until end of turn.
{1}{W}{W}
Righteous Charge
Sorcery
Creatures you control get +2/+2 until end of turn.
{1}{W}{W}
Righteous Charge
Sorcery
Creatures you control get +2/+2 until end of turn.
{W}
Soul's Attendant
Creature - Human Cleric
Whenever another creature enters the battlefield, you may gain 1 life.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{1}{W}
Squadron Hawk
Creature - Bird
Flying
When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
1 /
1
{G/W}{G/W}
Sundering Growth
Instant
Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)