Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 /
3
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying
Other nonblack creatures you control get +1/+1.
Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 /
3
{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying
Other nonblack creatures you control get +1/+1.
Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 /
3
{1}{W}{W}{W}
Archangel of Tithes
Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3 /
5
{1}{W}{W}{W}
Archangel of Tithes
Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3 /
5
{1}{W}{W}{W}
Archangel of Tithes
Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3 /
5
{1}{W}{W}
Banisher Priest
Creature - Human Cleric
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
2 /
2
{1}{W}{W}
Banisher Priest
Creature - Human Cleric
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
2 /
2
{1}{W}{W}
Banisher Priest
Creature - Human Cleric
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
2 /
2
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{3}{W}
Endless Horizons
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
{3}{W}
Endless Horizons
Enchantment
When Endless Horizons enters the battlefield, search your library for any number of Plains cards, exile them, then shuffle.
At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
{4}{W}{W}
Evangel of Heliod
Creature - Human Cleric
When Evangel of Heliod enters the battlefield, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
1 /
3
{1}{W}{W}
Fiend Hunter
Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 /
3
{1}{W}{W}
Fiend Hunter
Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 /
3
{W}{W}
Grand Abolisher
Creature - Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
2 /
2
{W}{W}
Grand Abolisher
Creature - Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
2 /
2
{W}{W}
Grand Abolisher
Creature - Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{1}{W}
Hanweir Militia Captain
Creature - Human Soldier
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
2 /
2
--
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
2 /
2
{3}{W}
Heliod, God of the Sun
Legendary Enchantment Creature - God
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
{2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.
5 /
6
{3}{W}
Heliod, God of the Sun
Legendary Enchantment Creature - God
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
{2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.
5 /
6
{1}{W}
Honor of the Pure
Enchantment
White creatures you control get +1/+1.
{1}{W}
Honor of the Pure
Enchantment
White creatures you control get +1/+1.
{W}{W}
Inquisitor Exarch
Creature - Phyrexian Cleric
When Inquisitor Exarch enters the battlefield, choose one --
• You gain 2 life.
• Target opponent loses 2 life.
2 /
2
{W}{W}
Inquisitor Exarch
Creature - Phyrexian Cleric
When Inquisitor Exarch enters the battlefield, choose one --
• You gain 2 life.
• Target opponent loses 2 life.
2 /
2
{W}{W}
Inquisitor Exarch
Creature - Phyrexian Cleric
When Inquisitor Exarch enters the battlefield, choose one --
• You gain 2 life.
• Target opponent loses 2 life.
2 /
2
{W}{W}
Inquisitor Exarch
Creature - Phyrexian Cleric
When Inquisitor Exarch enters the battlefield, choose one --
• You gain 2 life.
• Target opponent loses 2 life.
2 /
2
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's 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}.)
--
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}{W}
Precinct Captain
Creature - Human Soldier
First strike
Whenever Precinct Captain deals combat damage to a player, create a 1/1 white Soldier creature token.
2 /
2
{W}{W}
Precinct Captain
Creature - Human Soldier
First strike
Whenever Precinct Captain deals combat damage to a player, create a 1/1 white Soldier creature token.
2 /
2
{W}{W}
Precinct Captain
Creature - Human Soldier
First strike
Whenever Precinct Captain deals combat damage to a player, create a 1/1 white Soldier creature token.
2 /
2
{W}{W}
Precinct Captain
Creature - Human Soldier
First strike
Whenever Precinct Captain deals combat damage to a player, create a 1/1 white Soldier creature token.
2 /
2
{3}{W}{W}{W}
Victory's Herald
Creature - Angel
Flying
Whenever Victory's Herald attacks, attacking creatures gain flying and lifelink until end of turn.