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Types Artifact Creature Land
Enchantment Instant Planeswalker Sorcery
Subtypes Legendary Dinosaur Pirate Merfolk Vampire
Colors White Blue Black Red Green
Multicolor Colorless
Rarity Common Uncommon Rare Mythic Rare
Sets Streets of New Capenna Kamigawa: Neon Dynasty Innistrad: Crimson Vow Innistrad: Midnight Hunt Jumpstart: Historic Horizons
Dungeons & Dragons: Adventures in the Forgotten Realms Strixhaven: School of Mages Kaldheim Kaladesh Remastered Zendikar Rising
Amonkhet Remastered Jumpstart Core Set 2021 Ikoria Lair of Behemoths Theros Beyond Death
Throne of Eldraine Core Set 2020 War of the Spark Ravnica Allegiance Guilds of Ravnica
Core Set 2019 Dominaria Rivals of Ixalan Ixalan Arena Only
Anthologies Explorer Anthology 1 Historic Anthology 6 Historic Anthology 5 Historic Anthology IV
Historic Anthology III Historic Anthology II Historic Anthology: Rhys the Redeemed Historic Anthology 1
Alchemy Alchemy Horizons: Baldur's Gate Alchemy: New Capenna Alchemy: Kamigawa Alchemy: Innistrad
To list cards by their color and converted mana cost use these alternative filters.

740 results
Absorb WhiteBlueBlue (3)
Instant
Counter target spell. You gain 3 life.
Acclaimed Contender White (3)
Creature — Human Knight (3/3)
When Acclaimed Contender enters the battlefield, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Adamant Will White (2)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Adanto Vanguard White (2)
Creature — Vampire Soldier (1/1)
As long as Adanto Vanguard is attacking, it gets +2/+0.

Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Adherent of Hope White (2)
Creature — Human Soldier (2/1)
At the beginning of combat on your turn, if you control a Basri planeswalker, put a +1/+1 counter on Adherent of Hope.
Aegis of the Heavens White (2)
Instant
Target creature gets +1/+7 until end of turn.
Aerial Assault White (3)
Sorcery
Destroy target tapped creature. You gain 1 life for each creature you control with flying.
Aerial Engineer WhiteBlue (4)
Creature — Human Artificer (2/4)
As long as you control an artifact, Aerial Engineer gets +2/+0 and has flying.
Aethershield Artificer White (4)
Creature — Dwarf Artificer (3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Affa Guard Hound White (3)
Creature — Dog (2/2)
Flash (You may cast this spell any time you could cast an instant.)

When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn.

Ajani, Adversary of Tyrants WhiteWhite (4)
Legendary Planeswalker — Ajani (4)
+1: Put a +1/+1 counter on each of up to two target creatures.

−2: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
−7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."

Ajani, Inspiring Leader WhiteWhite (6)
Legendary Planeswalker — Ajani (5)
+2: You gain 2 life. Put two +1/+1 counters on up to one target creature.

−3: Exile target creature. Its controller gains 2 life.
−10: Creatures you control gain flying and double strike until end of turn.

Ajani, Strength of the Pride WhiteWhite (4)
Legendary Planeswalker — Ajani (5)
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.

−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate."
0: If you have at least 15 life more than your starting life total, exile Ajani, Strength of the Pride and each artifact and creature your opponents control.

Ajani, the Greathearted GreenWhite (4)
Legendary Planeswalker — Ajani (5)
Creatures you control have vigilance.

+1: You gain 3 life.
−2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.

Ajani, Wise Counselor WhiteWhite (5)
Legendary Planeswalker — Ajani (5)
+2: You gain 1 life for each creature you control.

−3: Creatures you control get +2/+2 until end of turn.
−9: Put X +1/+1 counters on target creature, where X is your life total.

Ajani's Influence WhiteWhite (4)
Sorcery
Put two +1/+1 counters on target creature.

Look at the top five cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Ajani's Last Stand WhiteWhite (4)
Enchantment
Whenever a creature or planeswalker you control dies, you may sacrifice Ajani's Last Stand. If you do, create a 4/4 white Avatar creature token with flying.

When a spell or ability an opponent controls causes you to discard this card, if you control a Plains, create a 4/4 white Avatar creature token with flying.

Ajani's Pridemate White (2)
Creature — Cat Soldier (2/2)
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
Ajani's Welcome White (1)
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life.
Alabaster Mage White (2)
Creature — Human Wizard (2/1)
White: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Alela, Artful Provocateur WhiteBlueBlack (4)
Legendary Creature — Faerie Warlock (2/3)
Flying, deathtouch, lifelink

Other creatures you control with flying get +1/+0.
Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.

Alert Heedbonder (3)
Creature — Human Scout (2/4)
Vigilance

At the beginning of your end step, you gain 1 life for each creature you control with vigilance.

All That Glitters White (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.

Alpine Houndmaster RedWhite (2)
Creature — Human Warrior (2/2)
When Alpine Houndmaster enters the battlefield, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle your library.

Whenever Alpine Houndmaster attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.

Alpine Watchdog White (2)
Creature — Dog (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Alseid of Life's Bounty White (1)
Enchantment Creature — Nymph (1/1)
Lifelink

, Sacrifice Alseid of Life's Bounty: Target creature or enchantment you control gains protection from the color of your choice until end of turn.

Ancestral Blade White (2)
Artifact — Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.

Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Angel of Grace WhiteWhite (5)
Creature — Angel (5/4)
Flash

Flying
When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
WhiteWhite, Exile Angel of Grace from your graveyard: Your life total becomes 10.

Angel of Mercy White (5)
Creature — Angel (3/3)
Flying

When Angel of Mercy enters the battlefield, you gain 3 life.

Angel of the Dawn White (5)
Creature — Angel (3/3)
Flying

When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn. (Attacking doesn't cause them to tap.)

Angel of the Dire Hour WhiteWhite (7)
Creature — Angel (5/4)
Flash

Flying
When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.

Angel of Vitality White (3)
Creature — Angel (2/2)
Flying

If you would gain life, you gain that much life plus 1 instead.
Angel of Vitality gets +2/+2 as long as you have 25 or more life.

Angelic Ascension White (2)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
Angelic Edict White (5)
Sorcery
Exile target creature or enchantment.
Angelic Exaltation White (4)
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Angelic Gift White (2)
Enchantment — Aura
Enchant creature

When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.

Angelic Guardian WhiteWhite (6)
Creature — Angel (5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Angelic Page White (2)
Creature — Angel Spirit (1/1)
Flying

Tap: Target attacking or blocking creature gets +1/+1 until end of turn.

Angelic Reward WhiteWhite (5)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3 and has flying.

Anointed Chorister White (1)
Creature — Human Cleric (1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

White: Anointed Chorister gets +3/+3 until end of turn.

Apostle of Purifying Light White (2)
Creature — Human Cleric (2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.)

: Exile target card from a graveyard.

Arcades, the Strategist GreenWhiteBlue (4)
Legendary Creature — Elder Dragon (3/5)
Flying, vigilance

Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.

Arcanist's Owl (4)
Artifact Creature — Bird (3/3)
Flying

When Arcanist's Owl enters the battlefield, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Archon of Absolution White (4)
Creature — Archon (3/2)
Flying

Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.)
Creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures.

Archon of Falling Stars WhiteWhite (6)
Creature — Archon (4/4)
Flying

When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.

Archon of Justice WhiteWhite (5)
Creature — Archon (4/4)
Flying

When Archon of Justice dies, exile target permanent.

Archon of Redemption WhiteWhite (5)
Creature — Archon (3/4)
Flying

Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.

Archon of Sun's Grace WhiteWhite (4)
Creature — Archon (3/4)
Flying, lifelink

Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.

Archway Angel White (6)
Creature — Angel (3/4)
Flying

When Archway Angel enters the battlefield, you gain 2 life for each Gate you control.

Ardenvale Paladin White (4)
Creature — Human Knight (2/5)
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters the battlefield with a +1/+1 counter on it.
Ardenvale Tactician WhiteWhite (3)
Creature — Human Knight (2/3)
Flying
Arrester's Zeal White (1)
Instant
Target creature gets +2/+2 until end of turn.

Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.

Arvad the Cursed WhiteBlack (5)
Legendary Creature — Vampire Knight (3/3)
Deathtouch, lifelink

Other legendary creatures you control get +2/+2.

Aryel, Knight of Windgrace WhiteBlack (4)
Legendary Creature — Human Knight (4/4)
Vigilance

White, Tap: Create a 2/2 white Knight creature token with vigilance.
Black, Tap, Tap X untapped Knights you control: Destroy target creature with power X or less.

Ashes of the Abhorrent White (2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards.

Whenever a creature dies, you gain 1 life.

Assemble GreenWhite (6)
Instant
Create three 2/2 green and white Elf Knight creature tokens with vigilance.
Assure (2)
Instant
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.
Athreos, Shroud-Veiled WhiteBlack (6)
Legendary Enchantment Creature — God (4/7)
Indestructible

As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.

Atzocan Seer GreenWhite (3)
Creature — Human Druid (2/3)
Tap: Add one mana of any color.

Sacrifice Atzocan Seer: Return target Dinosaur card from your graveyard to your hand.

Aurelia, Exemplar of Justice RedWhite (4)
Legendary Creature — Angel (2/5)
Flying

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.

Aven Gagglemaster WhiteWhite (5)
Creature — Bird Warrior (4/3)
Flying

When Aven Gagglemaster enters the battlefield, you gain 2 life for each creature you control with flying.

Aven Sentry White (4)
Creature — Bird Soldier (3/2)
Flying
Axis of Mortality WhiteWhite (6)
Enchantment
At the beginning of your upkeep, you may have two target players exchange life totals.
Azor, the Lawbringer WhiteWhiteBlueBlue (6)
Legendary Creature — Sphinx (6/6)
Flying

When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay WhiteBlueBlue. If you do, you gain X life and draw X cards.

Azorius Knight-Arbiter WhiteBlue (5)
Creature — Human Knight (2/5)
Vigilance

Azorius Knight-Arbiter can't be blocked.

Azorius Skyguard WhiteBlue (6)
Creature — Human Knight (3/3)
Flying, first strike

Creatures your opponents control get -1/-0.

Baffling End White (2)
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less.

When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.

Baird, Steward of Argive WhiteWhite (4)
Legendary Creature — Human Soldier (2/4)
Vigilance

Creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures.

Baneslayer Angel WhiteWhite (5)
Creature — Angel (5/5)
Flying, first strike, lifelink, protection from Demons and from Dragons
Banish into Fable WhiteBlue (6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies.

Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.

Banishing Light White (3)
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
Bartered Cow White (4)
Creature — Ox (3/3)
When Bartered Cow dies or when you discard it, create a Food token. (It's an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")
Basilica Bell-Haunt WhiteWhiteBlackBlack (4)
Creature — Spirit (3/4)
When Basilica Bell-Haunt enters the battlefield, each opponent discards a card and you gain 3 life.
Basri Ket WhiteWhite (3)
Legendary Planeswalker — Basri (3)
+1: Put a +1/+1 counter on up to one target creature. It gains indestructible until end of turn.

−2: Whenever one or more nontoken creatures attack this turn, create that many 1/1 white Soldier creature tokens that are tapped and attacking.
−6: You get an emblem with "At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control."

Basri, Devoted Paladin WhiteWhite (6)
Legendary Planeswalker — Basri (4)
+1: Put a +1/+1 counter on up to one target creature. It gains vigilance until end of turn.

−1: Whenever a creature attacks this turn, put a +1/+1 counter on it.
−6: Creatures you control get +2/+2 and gain flying until end of turn.

Basri's Acolyte WhiteWhite (4)
Creature — Cat Cleric (2/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

When Basri's Acolyte enters the battlefield, put a +1/+1 counter on each of up to two other target creatures you control.

Basri's Aegis WhiteWhite (4)
Sorcery
Put a +1/+1 counter on each of up to two target creatures. You may search your library and/or graveyard for a card named Basri, Devoted Paladin, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Basri's Lieutenant White (4)
Creature — Human Knight (3/4)
Vigilance, protection from multicolored

When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control.
Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.

Basri's Solidarity White (2)
Sorcery
Put a +1/+1 counter on each creature you control.
Bastion Enforcer White (3)
Creature — Dwarf Soldier (3/2)
Battalion Foot Soldier White (3)
Creature — Human Soldier (2/2)
When Battalion Foot Soldier enters the battlefield, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle your library.
Battlefield Promotion White (2)
Instant
Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life.
Belligerent Brontodon GreenWhite (7)
Creature — Dinosaur (4/6)
Each creature you control assigns combat damage equal to its toughness rather than its power.
Bellowing Aegisaur White (6)
Creature — Dinosaur (3/5)
Enrage — Whenever Bellowing Aegisaur is dealt damage, put a +1/+1 counter on each other creature you control.
Beloved Princess White (1)
Creature — Human Noble (1/1)
Lifelink

Beloved Princess can't be blocked by creatures with power 3 or greater.

Benalish Honor Guard White (2)
Creature — Human Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
Benalish Marshal WhiteWhiteWhite (3)
Creature — Human Knight (3/3)
Other creatures you control get +1/+1.
Bishop of Binding White (4)
Creature — Vampire Cleric (1/1)
When Bishop of Binding enters the battlefield, exile target creature an opponent controls until Bishop of Binding leaves the battlefield.

Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.

Bishop of Rebirth WhiteWhite (5)
Creature — Vampire Cleric (3/4)
Vigilance

Whenever Bishop of Rebirth attacks, you may return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.

Bishop of Wings WhiteWhite (2)
Creature — Human Cleric (1/4)
Whenever an Angel enters the battlefield under your control, you gain 4 life.

Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.

Bishop's Soldier White (2)
Creature — Vampire Soldier (2/2)
Lifelink
Blade Banish White (4)
Instant
Exile target creature with power 4 or greater.
Blade Instructor White (3)
Creature — Human Soldier (3/1)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Blazing Hope White (1)
Instant
Exile target creature with power greater than or equal to your life total.
Blessed Light White (5)
Instant
Exile target creature or enchantment.
Blessed Sanctuary WhiteWhite (5)
Enchantment
Prevent all noncombat damage that would be dealt to you and creatures you control.

Whenever a nontoken creature enters the battlefield under your control, create a 2/2 white Unicorn creature token.

Blessed Spirits White (3)
Creature — Spirit (2/2)
Flying

Whenever you cast an enchantment spell, put a +1/+1 counter on Blessed Spirits.

Board the Weatherlight White (2)
Sorcery
Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Bond of Discipline White (5)
Sorcery
Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.
Boros Challenger RedWhite (2)
Creature — Human Soldier (2/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

RedWhite: Boros Challenger gets +1/+1 until end of turn.

Bounty Agent White (2)
Creature — Human Soldier (2/2)
Vigilance

Tap, Sacrifice Bounty Agent: Destroy target legendary permanent that's an artifact, creature, or enchantment.

Bright Reprisal White (5)
Instant
Destroy target attacking creature.

Draw a card.

Brightmare White (3)
Creature — Unicorn (2/3)
When Brightmare enters the battlefield, tap up to one target creature. You gain life equal to that creature's power.
Bring Back (4)
Sorcery — Adventure
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
Bring to Trial White (3)
Sorcery
Exile target creature with power 4 or greater.
Bronzehide Lion GreenWhite (2)
Creature — Cat (3/3)
GreenWhite: Bronzehide Lion gains indestructible until end of turn.

When Bronzehide Lion dies, return it to the battlefield. It's an Aura enchantment with enchant creature you control and "GreenWhite: Enchanted creature gains indestructible until end of turn," and it loses all other abilities.

Brought Back WhiteWhite (2)
Instant
Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.
Bulwark Giant White (6)
Creature — Giant Soldier (3/6)
When Bulwark Giant enters the battlefield, you gain 5 life.
Calix, Destiny's Hand GreenWhite (4)
Legendary Planeswalker — Calix (4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.

−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.

Call the Cavalry White (4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
Call to the Feast WhiteBlack (4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
Camaraderie GreenWhite (6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
Candlelight Vigil White (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+2 and has vigilance.

Captain Sisay GreenWhite (4)
Legendary Creature — Human Soldier (2/2)
Tap: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.
Captivating Unicorn White (5)
Creature — Unicorn (4/4)
Constellation — Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls.
Cast Off WhiteWhite (5)
Sorcery — Adventure
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
Cathar's Companion White (3)
Creature — Dog (3/1)
Whenever you cast a noncreature spell, Cathar's Companion gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Cathars' Crusade WhiteWhite (5)
Enchantment
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.
Cavalier of Dawn WhiteWhiteWhite (5)
Creature — Elemental Knight (4/6)
Vigilance

When Cavalier of Dawn enters the battlefield, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When Cavalier of Dawn dies, return target artifact or enchantment card from your graveyard to your hand.

Cavalry Drillmaster White (2)
Creature — Human Knight (2/1)
When Cavalry Drillmaster enters the battlefield, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Celestial Enforcer White (3)
Creature — Human Cleric (2/3)
White, Tap: Tap target creature. Activate this ability only if you control a creature with flying.
Celestial Mantle WhiteWhiteWhite (6)
Enchantment — Aura
Enchant creature

Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Centaur Peacemaker GreenWhite (3)
Creature — Centaur Cleric (3/3)
When Centaur Peacemaker enters the battlefield, each player gains 4 life.
Chance for Glory RedWhite (3)
Instant
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Charge White (1)
Instant
Creatures you control get +1/+1 until end of turn.
Charmed Stray White (1)
Creature — Cat (1/1)
Lifelink

When Charmed Stray enters the battlefield, put a +1/+1 counter on each other creature you control named Charmed Stray.

Charming Prince White (2)
Creature — Human Noble (2/2)
When Charming Prince enters the battlefield, choose one —

• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.

Checkpoint Officer White (2)
Creature — Human Soldier (1/2)
White, Tap: Tap target creature.
Chop Down White (3)
Instant — Adventure
Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
Chromium, the Mutable WhiteBlueBlack (7)
Legendary Creature — Elder Dragon (7/7)
Flash

This spell can't be countered.
Flying
Discard a card: Until end of turn, Chromium, the Mutable becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.

Chulane, Teller of Tales GreenWhiteBlue (5)
Legendary Creature — Human Druid (2/4)
Vigilance

Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield.
, Tap: Return target creature you control to its owner's hand.

Citywide Bust WhiteWhite (3)
Sorcery
Destroy all creatures with toughness 4 or greater.
Civic Stalwart White (4)
Creature — Elephant Soldier (3/3)
When Civic Stalwart enters the battlefield, creatures you control get +1/+1 until end of turn.
Cleansing Nova WhiteWhite (5)
Sorcery
Choose one —

• Destroy all creatures.
• Destroy all artifacts and enchantments.

Cleansing Ray White (2)
Sorcery
Choose one —

• Destroy target Vampire.
• Destroy target enchantment.

Cloudshift White (1)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
Collar the Culprit White (4)
Instant
Destroy target creature with toughness 4 or greater.
Commanding Presence White (4)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."

Conclave Cavalier GreenGreenWhiteWhite (4)
Creature — Centaur Knight (4/4)
Vigilance

When Conclave Cavalier dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.

Conclave Guildmage GreenWhite (2)
Creature — Elf Cleric (2/2)
Green, Tap: Creatures you control gain trample until end of turn.

White, Tap: Create a 2/2 green and white Elf Knight creature token with vigilance.

Conclave Mentor GreenWhite (2)
Creature — Centaur Cleric (2/2)
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on that creature instead.

When Conclave Mentor dies, you gain life equal to its power.

Conclave Tribunal White (4)
Enchantment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

When Conclave Tribunal enters the battlefield, exile target nonland permanent an opponent controls until Conclave Tribunal leaves the battlefield.

Concordia Pegasus White (2)
Creature — Pegasus (1/3)
Flying
Confront the Assault White (5)
Instant
Cast this spell only if a creature is attacking you.

Create three 1/1 white Spirit creature tokens with flying.

Consecrate (2)
Instant
Exile target card from a graveyard.

Draw a card.

Consume WhiteBlack (4)
Sorcery
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
Containment Priest White (2)
Creature — Human Cleric (2/2)
Flash

If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.

Coordinated Charge White (5)
Instant
Creatures you control get +2/+1 until end of turn.

Cycling (, Discard this card: Draw a card.)

Corpse Knight WhiteBlack (2)
Creature — Zombie Knight (2/2)
Whenever another creature enters the battlefield under your control, each opponent loses 1 life.
Court Cleric White (1)
Creature — Human Cleric (1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Court Cleric gets +1/+1 as long as you control an Ajani planeswalker.

Cradle of Vitality White (4)
Enchantment
Whenever you gain life, you may pay White. If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Cruel Celebrant WhiteBlack (2)
Creature — Vampire (1/2)
Whenever Cruel Celebrant or another creature or planeswalker you control dies, each opponent loses 1 life and you gain 1 life.
Crush Contraband White (4)
Instant
Choose one or both —

• Exile target artifact.
• Exile target enchantment.

Cubwarden White (4)
Creature — Cat (3/5)
Mutate WhiteWhite (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Lifelink
Whenever this creature mutates, create two 1/1 white Cat creature tokens with lifelink.

Dance of the Manse WhiteBlue (2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with converted mana cost X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Danitha Capashen, Paragon White (3)
Legendary Creature — Human Knight (2/2)
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost less to cast.

Daring Archaeologist White (4)
Creature — Human Artificer (3/3)
When Daring Archaeologist enters the battlefield, you may return target artifact card from your graveyard to your hand.

Whenever you cast a historic spell, put a +1/+1 counter on Daring Archaeologist. (Artifacts, legendaries, and Sagas are historic.)

Dauntless Bodyguard White (1)
Creature — Human Knight (2/1)
As Dauntless Bodyguard enters the battlefield, choose another creature you control.

Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.

Dauntless Onslaught White (3)
Instant
Up to two target creatures each get +2/+2 until end of turn.
D'Avenant Trapper White (3)
Creature — Human Archer (3/2)
Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.)
Dawn Evangel White (3)
Enchantment Creature — Human Cleric (2/3)
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with converted mana cost 2 or less from your graveyard to your hand.
Dawn of Hope White (2)
Enchantment
Whenever you gain life, you may pay . If you do, draw a card.

White: Create a 1/1 white Soldier creature token with lifelink.

Dawning Angel White (5)
Creature — Angel (3/2)
Flying

When Dawning Angel enters the battlefield, you gain 4 life.

Daxos, Blessed by the Sun WhiteWhite (2)
Legendary Enchantment Creature — Demigod (2/*)
Daxos's toughness is equal to your devotion to white. (Each White in the mana costs of permanents you control counts toward your devotion to white.)

Whenever another creature you control enters the battlefield or dies, you gain 1 life.

Daybreak Chaplain White (2)
Creature — Human Cleric (1/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Daybreak Charger White (2)
Creature — Unicorn (3/1)
When Daybreak Charger enters the battlefield, target creature gets +2/+0 until end of turn.
Daybreak Chimera WhiteWhite (5)
Creature — Chimera (3/3)
This spell costs less to cast, where X is your devotion to white. (Each White in the mana costs of permanents you control counts toward your devotion to white.)

Flying

Daysquad Marshal White (4)
Creature — Human Soldier (3/3)
When Daysquad Marshal enters the battlefield, create a 1/1 white Human Soldier creature token.
Deafening Clarion RedWhite (3)
Sorcery
Choose one or both —

• Deafening Clarion deals 3 damage to each creature.
• Creatures you control gain lifelink until end of turn.

Deafening Silence White (1)
Enchantment
Each player can't cast more than one noncreature spell each turn.
Death's Oasis WhiteBlackGreen (3)
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser converted mana cost than the creature that died from your graveyard to your hand.

, Sacrifice Death's Oasis: You gain life equal to the greatest converted mana cost among creatures you control.

Defiant Strike White (1)
Instant
Target creature gets +1/+0 until end of turn.

Draw a card.

Demotion White (1)
Enchantment — Aura
Enchant creature

Enchanted creature can't block, and its activated abilities can't be activated.

Demystify White (1)
Instant
Destroy target enchantment.
Deploy WhiteBlue (4)
Instant
Create two 1/1 colorless Thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.
Depose (2)
Instant
Tap target creature.

Draw a card.

Deputy of Detention WhiteBlue (3)
Creature — Vedalken Wizard (1/3)
When Deputy of Detention enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents that player controls with the same name as that permanent until Deputy of Detention leaves the battlefield.
Despark WhiteBlack (2)
Instant
Exile target permanent with converted mana cost 4 or greater.
Desperate Lunge White (2)
Instant
Target creature gets +2/+2 and gains flying until end of turn. You gain 2 life.
Devout Decree White (2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Dire Tactics WhiteBlack (2)
Instant
Exile target creature. If you don't control a Human, you lose life equal to that creature's toughness.
Disenchant White (2)
Instant
Destroy target artifact or enchantment.
Divine Arrow White (2)
Instant
Divine Arrow deals 4 damage to target attacking or blocking creature.
Divine Verdict White (4)
Instant
Destroy target attacking or blocking creature.
Divine Visitation WhiteWhite (5)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
Dizzying Swoop White (2)
Instant — Adventure
Tap up to two target creatures. (Then exile this card. You may cast the creature later from exile.)
Doom Foretold WhiteBlack (4)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
Dovin, Architect of Law WhiteBlue (6)
Legendary Planeswalker — Dovin (5)
+1: You gain 2 life and draw a card.

−1: Tap target creature. It doesn't untap during its controller's next untap step.
−9: Tap all permanents target opponent controls. That player skips their next untap step.

Dovin, Grand Arbiter WhiteBlue (3)
Legendary Planeswalker — Dovin (3)
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter.

−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.

Dovin, Hand of Control (3)
Legendary Planeswalker — Dovin (5)
Artifact, instant, and sorcery spells your opponents cast cost more to cast.

−1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.

Dovin's Acuity WhiteBlue (3)
Enchantment
When Dovin's Acuity enters the battlefield, you gain 2 life and draw a card.

Whenever you cast an instant spell during your main phase, you may return Dovin's Acuity to its owner's hand.

Dovin's Dismissal WhiteBlue (4)
Instant
Put up to one target tapped creature on top of its owner's library. You may search your library and/or graveyard for a card named Dovin, Architect of Law, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Dovin's Veto WhiteBlue (2)
Instant
This spell can't be countered.

Counter target noncreature spell.

Drannith Healer White (2)
Creature — Human Cleric (2/2)
Whenever you cycle another card, you gain 1 life.

Cycling (, Discard this card: Draw a card.)

Drannith Magistrate White (2)
Creature — Human Wizard (1/3)
Your opponents can't cast spells from anywhere other than their hands.
Dreadful Apathy White (3)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.
White: Exile enchanted creature.

Dream Trawler WhiteWhiteBlueBlue (6)
Creature — Sphinx (3/5)
Flying, lifelink

Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn.
Whenever Dream Trawler attacks, draw a card.
Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.

Dub White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)

Duelist's Heritage White (3)
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
Duskborne Skymarcher White (1)
Creature — Vampire Cleric (1/1)
Flying

White, Tap: Target attacking Vampire gets +1/+1 until end of turn.

Dwarven Priest White (4)
Creature — Dwarf Cleric (2/4)
When Dwarven Priest enters the battlefield, you gain 1 life for each creature you control.
Eerie Ultimatum WhiteWhiteBlackBlackBlackGreenGreen (7)
Sorcery
Return any number of permanent cards with different names from your graveyard to the battlefield.
Eidolon of Inspiration WhiteWhite (3)
Enchantment Creature — Spirit (2/2)
At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn.
Eidolon of Obstruction White (2)
Enchantment Creature — Spirit (2/1)
First strike

Loyalty abilities of planeswalkers your opponents control cost more to activate.

Elenda, the Dusk Rose WhiteBlack (4)
Legendary Creature — Vampire Knight (1/1)
Lifelink

Whenever another creature dies, put a +1/+1 counter on Elenda, the Dusk Rose.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.

Elite Arrester White (1)
Creature — Human Soldier (0/3)
Blue, Tap: Tap target creature.
Elite Guardmage WhiteBlue (4)
Creature — Human Wizard (2/3)
Flying

When Elite Guardmage enters the battlefield, you gain 3 life and draw a card.

Elspeth Conquers Death WhiteWhite (5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Exile target permanent an opponent controls with converted mana cost 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.

Elspeth, Sun's Nemesis WhiteWhite (4)
Legendary Planeswalker — Elspeth (5)
−1: Up to two target creatures you control each get +2/+1 until end of turn.

−2: Create two 1/1 white Human Soldier creature tokens.
−3: You gain 5 life.
Escape—WhiteWhite, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Elspeth, Undaunted Hero WhiteWhiteWhite (5)
Legendary Planeswalker — Elspeth (5)
+2: Put a +1/+1 counter on each of up to two target creatures.

−2: Search your library and/or graveyard for a card named Sunlit Hoplite and put it onto the battlefield. If you search your library this way, shuffle it.
−8: Until end of turn, creatures you control gain flying and get +X/+X, where X is your devotion to white.

Elspeth's Devotee WhiteWhite (4)
Creature — Human Soldier (3/3)
When Elspeth's Devotee enters the battlefield, you may search your library and/or graveyard for a card named Elspeth, Undaunted Hero, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Emancipation Angel WhiteWhite (3)
Creature — Angel (3/3)
Flying

When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.

Emergency Powers WhiteBlue (7)
Instant
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers.

Addendum — If you cast this spell during your main phase, you may put a permanent card with converted mana cost 7 or less from your hand onto the battlefield.

Emiel the Blessed WhiteWhite (4)
Legendary Creature — Unicorn (4/4)
: Exile another target creature you control, then return it to the battlefield under its owner's control.

Whenever another creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ( can be paid with either Green or White.)

Emissary of Sunrise White (3)
Creature — Human Cleric (2/1)
First strike

When Emissary of Sunrise enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Emmara, Soul of the Accord GreenWhite (2)
Legendary Creature — Elf Cleric (2/2)
Whenever Emmara, Soul of the Accord becomes tapped, create a 1/1 white Soldier creature token with lifelink.
Empyrean Eagle WhiteBlue (3)
Creature — Bird Spirit (2/3)
Flying

Other creatures you control with flying get +1/+1.

Encampment Keeper White (1)
Creature — Dog (1/1)
First strike

White, Tap, Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn.

Enforcer Griffin White (5)
Creature — Griffin (3/4)
Flying
Eternal Isolation White (2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
Ethereal Absolution WhiteBlack (6)
Enchantment
Creatures you control get +1/+1.

Creatures your opponents control get -1/-1.
WhiteBlack: Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.

Everdawn Champion WhiteWhite (3)
Creature — Human Soldier (2/2)
Prevent all combat damage that would be dealt to Everdawn Champion.
Evra, Halcyon Witness WhiteWhite (6)
Legendary Creature — Avatar (4/4)
Lifelink

: Exchange your life total with Evra, Halcyon Witness's power.

Excavation Elephant White (5)
Creature — Elephant (3/5)
Kicker White (You may pay an additional White as you cast this spell.)

When Excavation Elephant enters the battlefield, if it was kicked, return target artifact card from your graveyard to your hand.

Expose to Daylight White (3)
Instant
Destroy target artifact or enchantment. Scry 1.
Exultant Skymarcher WhiteWhite (3)
Creature — Vampire Soldier (2/3)
Flying
Face of Divinity White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.

Faeburrow Elder GreenWhite (3)
Creature — Treefolk Druid (0/0)
Vigilance

Faeburrow Elder gets +1/+1 for each color among permanents you control.
Tap: For each color among permanents you control, add one mana of that color.

Faerie Guidemother White (1)
Creature — Faerie (1/1)
Flying
Faith's Fetters White (4)
Enchantment — Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.

Falconer Adept White (4)
Creature — Human Soldier (2/3)
Whenever Falconer Adept attacks, create a 1/1 white Bird creature token with flying that's tapped and attacking.
Fall of the Thran White (6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.

Famished Paladin White (2)
Creature — Vampire Knight (3/3)
Famished Paladin doesn't untap during your untap step.

Whenever you gain life, untap Famished Paladin.

Favored of Iroas White (3)
Creature — Human Soldier (2/2)
Constellation — Whenever an enchantment enters the battlefield under your control, Favored of Iroas gains double strike until end of turn.
Feat of Resistance White (2)
Instant
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Feather, the Redeemed RedWhiteWhite (3)
Legendary Creature — Angel (3/4)
Flying

Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.

Fencing Ace White (2)
Creature — Human Soldier (1/1)
Double strike (This creature deals both first-strike and regular combat damage.)
Fight as One White (1)
Instant
Choose one or both —

• Target Human creature you control gets +1/+1 and gains indestructible until end of turn.
• Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.

Final Payment WhiteBlack (2)
Instant
As an additional cost to cast this spell, pay 5 life or sacrifice a creature or enchantment.

Destroy target creature.

Finale of Glory WhiteWhite (2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Fireborn Knight (4)
Creature — Human Knight (2/3)
Double strike

: Fireborn Knight gets +1/+1 until end of turn.

Firesong and Sunspeaker RedWhite (6)
Legendary Creature — Minotaur Cleric (4/6)
Red instant and sorcery spells you control have lifelink.

Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.

Flicker of Fate White (2)
Instant
Exile target creature or enchantment, then return it to the battlefield under its owner's control.
Flight of Equenauts White (8)
Creature — Human Knight (4/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Flying

Flourish GreenWhite (6)
Sorcery
Creatures you control get +2/+2 until end of turn.
Flourishing Fox White (1)
Creature — Fox (1/1)
Whenever you cycle another card, put a +1/+1 counter on Flourishing Fox.

Cycling (, Discard this card: Draw a card.)

Flower (1)
Sorcery
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle your library.
Flutterfox White (2)
Creature — Fox (2/2)
As long as you control an artifact or enchantment, Flutterfox has flying.
Forbidding Spirit WhiteWhite (3)
Creature — Spirit Cleric (3/3)
When Forbidding Spirit enters the battlefield, until your next turn, creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures.
Forced Worship White (2)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack.
White: Return Forced Worship to its owner's hand.

Forerunner of the Legion White (3)
Creature — Vampire Knight (2/2)
When Forerunner of the Legion enters the battlefield, you may search your library for a Vampire card, reveal it, then shuffle your library and put that card on top of it.

Whenever another Vampire enters the battlefield under your control, target creature gets +1/+1 until end of turn.

Fortify White (3)
Instant
Choose one —

• Creatures you control get +2/+0 until end of turn.
• Creatures you control get +0/+2 until end of turn.

Fortifying Provisions White (3)
Enchantment
Creatures you control get +0/+1.

When Fortifying Provisions enters the battlefield, create a Food token. (It's an artifact with ", Tap, Sacrifice this artifact: You gain 3 life.")

Fresh-Faced Recruit (2)
Creature — Human Soldier (2/1)
As long as it's your turn, Fresh-Faced Recruit has first strike.
Frondland Felidar GreenWhite (4)
Creature — Cat Beast (3/5)
Vigilance

Creatures you control with vigilance have ", Tap: Tap target creature."

Fusion Elemental WhiteBlueBlackRedGreen (5)
Creature — Elemental (8/8)
Gale Swooper White (4)
Creature — Griffin (3/2)
Flying

When Gale Swooper enters the battlefield, target creature gains flying until end of turn.

Gallant Cavalry White (4)
Creature — Human Knight (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)

When Gallant Cavalry enters the battlefield, create a 2/2 white Knight creature token with vigilance.

Garrison Cat White (1)
Creature — Cat (1/1)
When Garrison Cat dies, create a 1/1 white Human Soldier creature token.
Garrison Griffin White (3)
Creature — Griffin (2/2)
Flying

Whenever Garrison Griffin attacks, target Knight you control gains flying until end of turn.

Garrison Sergeant RedWhite (5)
Creature — Viashino Soldier (3/3)
Garrison Sergeant has double strike as long as you control a Gate.
Gauntlets of Light White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Enchanted creature has "White: Untap this creature."

General Kudro of Drannith WhiteBlack (3)
Legendary Creature — Human Soldier (3/3)
Other Humans you control get +1/+1.

Whenever General Kudro of Drannith or another Human enters the battlefield under your control, exile target card from an opponent's graveyard.
, Sacrifice two Humans: Destroy target creature with power 4 or greater.

General's Enforcer WhiteBlack (2)
Creature — Human Soldier (2/3)
Legendary Humans you control have indestructible.

WhiteBlack: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.

Giant Killer White (1)
Creature — Human Peasant (1/2)
White, Tap: Tap target creature.
Gideon Blackblade WhiteWhite (3)
Legendary Planeswalker — Gideon (4)
As long as it's your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker.

Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.

Gideon, the Oathsworn WhiteWhite (6)
Legendary Planeswalker — Gideon (4)
Whenever you attack with two or more non-Gideon creatures, put a +1/+1 counter on each of those creatures.

+2: Until end of turn, Gideon, the Oathsworn becomes a 5/5 white Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. (He can't attack if he was cast this turn.)
−9: Exile Gideon, the Oathsworn and each creature your opponents control.

Gideon's Battle Cry WhiteWhite (4)
Sorcery
Put a +1/+1 counter on each creature you control. You may search your library and/or graveyard for a card named Gideon, the Oathsworn, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Gideon's Company White (4)
Creature — Human Soldier (3/3)
Whenever you gain life, put two +1/+1 counters on Gideon's Company.

White: Put a loyalty counter on target Gideon planeswalker.

Gideon's Reproach White (2)
Instant
Gideon's Reproach deals 4 damage to target attacking or blocking creature.
Gideon's Sacrifice White (1)
Instant
Choose a creature or planeswalker you control. All damage that would be dealt this turn to you and permanents you control is dealt to the chosen permanent instead (if it's still on the battlefield).
Gideon's Triumph White (2)
Instant
Target opponent sacrifices a creature that attacked or blocked this turn. If you control a Gideon planeswalker, that player sacrifices two of those creatures instead.
Gift of the Fae White (2)
Sorcery — Adventure
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
Gird for Battle White (1)
Sorcery
Put a +1/+1 counter on each of up to two target creatures.
Gishath, Sun's Avatar RedGreenWhite (8)
Legendary Creature — Dinosaur Avatar (7/6)
Vigilance, trample, haste

Whenever Gishath, Sun's Avatar deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.

Glaring Aegis White (1)
Enchantment — Aura
Enchant creature

When Glaring Aegis enters the battlefield, tap target creature an opponent controls.
Enchanted creature gets +1/+3.

Glass Casket White (2)
Artifact
When Glass Casket enters the battlefield, exile target creature an opponent controls with converted mana cost 3 or less until Glass Casket leaves the battlefield.
Glorifier of Dusk WhiteWhite (5)
Creature — Vampire Soldier (4/4)
Pay 2 life: Glorifier of Dusk gains flying until end of turn.

Pay 2 life: Glorifier of Dusk gains vigilance until end of turn.

Glorious Anthem WhiteWhite (3)
Enchantment
Creatures you control get +1/+1.
Glory Bearers White (4)
Enchantment Creature — Human Cleric (3/4)
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
God-Eternal Oketra WhiteWhite (5)
Legendary Creature — Zombie God (3/6)
Double strike

Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

Gods Willing White (1)
Instant
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)

Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Goldmane Griffin WhiteWhite (5)
Creature — Griffin (3/2)
Flying, vigilance

When Goldmane Griffin enters the battlefield, you may search your library and/or graveyard for a card named Ajani, Inspiring Leader, reveal it, and put it into your hand. If you search your library this way, shuffle it.

Goring Ceratops WhiteWhite (7)
Creature — Dinosaur (3/3)
Double strike

Whenever Goring Ceratops attacks, other creatures you control gain double strike until end of turn.

Grasping Giant White (6)
Creature — Giant (5/7)
Vigilance

Whenever Grasping Giant becomes blocked by a creature, exile that creature until Grasping Giant leaves the battlefield.

Grasping Thrull WhiteBlack (5)
Creature — Thrull (3/3)
Flying

When Grasping Thrull enters the battlefield, it deals 2 damage to each opponent and you gain 2 life.

Grateful Apparition White (2)
Creature — Spirit (1/1)
Flying

Whenever Grateful Apparition deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Griffin Aerie White (2)
Enchantment
At the beginning of your end step, if you gained 3 or more life this turn, create a 2/2 white Griffin creature token with flying.
Griffin Protector White (4)
Creature — Griffin (2/3)
Flying

Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn.

Griffin Sentinel White (3)
Creature — Griffin (1/3)
Flying

Vigilance (Attacking doesn't cause this creature to tap.)

Haazda Marshal White (1)
Creature — Human Soldier (1/1)
Whenever Haazda Marshal and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
Haazda Officer White (3)
Creature — Human Soldier (3/2)
When Haazda Officer enters the battlefield, target creature you control gets +1/+1 until end of turn.
Haktos the Unscarred RedRedWhiteWhite (4)
Legendary Creature — Human Warrior (6/1)
Haktos the Unscarred attacks each combat if able.

As Haktos enters the battlefield, choose 2, 3, or 4 at random.
Haktos has protection from each converted mana cost other than the chosen number.

Hammer Dropper RedWhite (4)
Creature — Giant Soldier (5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Hanged Executioner White (3)
Creature — Spirit (1/1)
Flying

When Hanged Executioner enters the battlefield, create a 1/1 white Spirit creature token with flying.
White, Exile Hanged Executioner: Exile target creature.

Hanna, Ship's Navigator WhiteBlue (3)
Legendary Creature — Human Artificer (1/2)
WhiteBlue, Tap: Return target artifact or enchantment card from your graveyard to your hand.
Happily Ever After White (3)
Enchantment
When Happily Ever After enters the battlefield, each player gains 5 life and draws a card.

At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.

Harmonious Archon WhiteWhite (6)
Creature — Archon (4/5)
Flying

Non-Archon creatures have base power and toughness 3/3.
When Harmonious Archon enters the battlefield, create two 1/1 white Human creature tokens.

Healer's Hawk White (1)
Creature — Bird (1/1)
Flying, lifelink
Healing Grace White (1)
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
Heartwarming Redemption RedWhite (4)
Instant
Discard all the cards in your hand, then draw that many cards plus one. You gain life equal to the number of cards in your hand.
Helica Glider White (3)
Creature — Nightmare Squirrel (2/2)
Helica Glider enters the battlefield with your choice of a flying counter or a first strike counter on it.
Heliod, Sun-Crowned White (3)
Legendary Enchantment Creature — God (5/5)
Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
White: Another target creature gains lifelink until end of turn.

Heliod's Intervention WhiteWhite (2)
Instant
Choose one —

• Destroy X target artifacts and/or enchantments.
• Target player gains twice X life.

Heliod's Pilgrim White (3)
Creature — Human Cleric (1/2)
When Heliod's Pilgrim enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
Heliod's Punishment White (2)
Enchantment — Aura
Enchant creature

Heliod's Punishment enters the battlefield with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has "Tap: Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."

Herald of Faith WhiteWhite (5)
Creature — Angel (4/3)
Flying

Whenever Herald of Faith attacks, you gain 2 life.

Herald of the Sun WhiteWhite (6)
Creature — Angel (4/4)
Flying

White: Put a +1/+1 counter on another target creature with flying.

Hero of Precinct One White (2)
Creature — Human Warrior (2/2)
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
Hero of the Nyxborn RedWhite (3)
Enchantment Creature — Human Soldier (2/2)
When Hero of the Nyxborn enters the battlefield, create a 1/1 white Human Soldier creature token.

Whenever you cast a spell that targets Hero of the Nyxborn, creatures you control get +1/+0 until end of turn.

Hero of the Pride White (2)
Creature — Cat Soldier (2/2)
Whenever you cast a spell that targets Hero of the Pride, creatures you control get +1/+0 until end of turn.
Hero of the Winds White (4)
Creature — Human Soldier (1/4)
Flying

Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn.

Heroic Reinforcements RedWhite (4)
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and Tap this turn.)
Hieromancer's Cage White (4)
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
High Alert WhiteBlue (3)
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.
WhiteBlue: Untap target creature.

High Sentinels of Arashin White (4)
Creature — Bird Soldier (3/4)
Flying

High Sentinels of Arashin gets +1/+1 for each other creature you control with a +1/+1 counter on it.
White: Put a +1/+1 counter on target creature.

History of Benalia WhiteWhite (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.

Honden of Cleansing Fire White (4)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Huatli, Dinosaur Knight RedWhite (6)
Legendary Planeswalker — Huatli (4)
+2: Put two +1/+1 counters on up to one target Dinosaur you control.

−3: Target Dinosaur you control deals damage equal to its power to target creature you don't control.
−7: Dinosaurs you control get +4/+4 until end of turn.

Huatli, Radiant Champion GreenWhite (4)
Legendary Planeswalker — Huatli (3)
+1: Put a loyalty counter on Huatli, Radiant Champion for each creature you control.

−1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
−8: You get an emblem with "Whenever a creature enters the battlefield under your control, you may draw a card."

Huatli, the Sun's Heart (3)
Legendary Planeswalker — Huatli (7)
Each creature you control assigns combat damage equal to its toughness rather than its power.

−3: You gain life equal to the greatest toughness among creatures you control.

Huatli, Warrior Poet RedWhite (5)
Legendary Planeswalker — Huatli (3)
+2: You gain life equal to the greatest power among creatures you control.

0: Create a 3/3 green Dinosaur creature token with trample.
−X: Huatli, Warrior Poet deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.

Huatli's Raptor GreenWhite (2)
Creature — Dinosaur (2/3)
Vigilance

When Huatli's Raptor enters the battlefield, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Huatli's Snubhorn White (2)
Creature — Dinosaur (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Hunted Witness White (1)
Creature — Human (1/1)
When Hunted Witness dies, create a 1/1 white Soldier creature token with lifelink.
Huntmaster Liger White (4)
Creature — Cat (3/4)
Mutate White (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Whenever this creature mutates, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.

Hushbringer White (2)
Creature — Faerie (1/2)
Flying, lifelink

Creatures entering the battlefield or dying don't cause abilities to trigger.

Idol of Endurance White (3)
Artifact
When Idol of Endurance enters the battlefield, exile all creature cards with converted mana cost 3 or less from your graveyard until Idol of Endurance leaves the battlefield.

White, Tap: Until end of turn, you may cast a creature spell from among the cards exiled with Idol of Endurance without paying its mana cost.

Idyllic Tutor White (3)
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle your library.
Ignite the Beacon White (5)
Instant
Search your library for up to two planeswalker cards, reveal them, put them into your hand, then shuffle your library.
Impassioned Orator White (2)
Creature — Human Cleric (2/2)
Whenever another creature enters the battlefield under your control, you gain 1 life.
Imperial Aerosaur White (4)
Creature — Dinosaur (3/3)
Flying

When Imperial Aerosaur enters the battlefield, another target creature you control gets +1/+1 and gains flying until end of turn.

Imperial Ceratops White (5)
Creature — Dinosaur (3/5)
Enrage — Whenever Imperial Ceratops is dealt damage, you gain 2 life.
Imperial Lancer White (1)
Creature — Human Knight (1/1)
Imperial Lancer has double strike as long as you control a Dinosaur.
Imperial Outrider White (4)
Creature — Human Knight (1/5)
Imperious Oligarch WhiteBlack (2)
Creature — Human Cleric (2/1)
Vigilance

Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)

Imposing Vantasaur White (6)
Creature — Dinosaur (3/6)
Vigilance

Cycling (, Discard this card: Draw a card.)

Indomitable Will White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2.

Indulging Patrician WhiteBlack (3)
Creature — Vampire Noble (1/4)
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)
At the beginning of your end step, if you gained 3 or more life this turn, each opponent loses 3 life.

Inspired Charge WhiteWhite (4)
Instant
Creatures you control get +2/+1 until end of turn.
Inspired Ultimatum BlueBlueRedRedRedWhiteWhite (7)
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Inspiring Captain White (4)
Creature — Human Knight (3/3)
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
Inspiring Cleric White (3)
Creature — Vampire Cleric (3/2)
When Inspiring Cleric enters the battlefield, you gain 4 life.
Inspiring Commander WhiteWhite (6)
Creature — Human Soldier (1/4)
Whenever another creature with power 2 or less enters the battlefield under your control, you gain 1 life and draw a card.
Inspiring Unicorn WhiteWhite (4)
Creature — Unicorn (2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
Inspiring Veteran RedWhite (2)
Creature — Human Knight (2/2)
Other Knights you control get +1/+1.
Integrity (1)
Instant
Target creature gets +2/+2 until end of turn.
Intervention RedWhite (4)
Instant
Intervention deals 3 damage to any target and you gain 3 life.
Intrusive Packbeast White (5)
Creature — Beast (3/3)
Vigilance

When Intrusive Packbeast enters the battlefield, tap up to two target creatures your opponents control.

Invoke the Divine White (3)
Instant
Destroy target artifact or enchantment. You gain 4 life.
Ironclad Krovod White (4)
Creature — Beast (2/5)
Ironroot Warlord GreenWhite (3)
Creature — Treefolk Soldier (*/5)
Ironroot Warlord's power is equal to the number of creatures you control.

GreenWhite: Create a 1/1 white Soldier creature token.

Isamaru, Hound of Konda White (1)
Legendary Creature — Dog (2/2)
Isolate White (1)
Instant
Exile target permanent with converted mana cost 1.
Ixalan's Binding White (4)
Enchantment
When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.

Your opponents can't cast spells with the same name as the exiled card.

Jodah, Archmage Eternal BlueRedWhite (4)
Legendary Creature — Human Wizard (4/3)
Flying

You may pay WhiteBlueBlackRedGreen rather than pay the mana cost for spells that you cast.

Join Shields GreenWhite (5)
Instant
Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
Jubilant Skybonder (3)
Creature — Human Wizard (2/2)
Flying

Creatures you control with flying have "Spells your opponents cast that target this creature cost more to cast."

Justice Strike RedWhite (2)
Instant
Target creature deals damage to itself equal to its power.
Justiciar's Portal White (2)
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. It gains first strike until end of turn.
Kaalia, Zenith Seeker RedWhiteBlack (3)
Legendary Creature — Human Cleric (3/3)
Flying, vigilance

When Kaalia, Zenith Seeker enters the battlefield, look at the top six cards of your library. You may reveal an Angel card, a Demon card, and/or a Dragon card from among them and put them into your hand. Put the rest on the bottom of your library in a random order.

Kaheera, the Orphanguard (3)
Legendary Creature — Cat Beast (3/2)
Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.)

Vigilance
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.

Karametra's Blessing White (1)
Instant
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Kaya, Bane of the Dead (6)
Legendary Planeswalker — Kaya (7)
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.

−3: Exile target creature.

Kaya, Orzhov Usurper WhiteBlack (3)
Legendary Planeswalker — Kaya (3)
+1: Exile up to two target cards from a single graveyard. You gain 2 life if at least one creature card was exiled this way.

−1: Exile target nonland permanent with converted mana cost 1 or less.
−5: Kaya, Orzhov Usurper deals damage to target player equal to the number of cards that player owns in exile and you gain that much life.

Kaya's Wrath WhiteWhiteBlackBlack (4)
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
Keensight Mentor White (3)
Creature — Human Cleric (1/4)
When Keensight Mentor enters the battlefield, put a vigilance counter on target non-Human creature you control.

White, Tap: Put a +1/+1 counter on each creature you control with vigilance.

Kenrith, the Returned King White (5)
Legendary Creature — Human Noble (5/5)
Red: All creatures gain trample and haste until end of turn.

Green: Put a +1/+1 counter on target creature.
White: Target player gains 5 life.
Blue: Target player draws a card.
Black: Put target creature card from a graveyard onto the battlefield under its owner's control.

Kethis, the Hidden Hand WhiteBlackGreen (3)
Legendary Creature — Elf Advisor (3/4)
Legendary spells you cast cost less to cast.

Exile two legendary cards from your graveyard: Until end of turn, each legendary card in your graveyard gains "You may play this card from your graveyard."

Kinjalli's Caller White (1)
Creature — Human Cleric (0/3)
Dinosaur spells you cast cost less to cast.
Kinjalli's Sunwing White (3)
Creature — Dinosaur (2/3)
Flying

Creatures your opponents control enter the battlefield tapped.

Kinsbaile Cavalier White (4)
Creature — Kithkin Knight (2/2)
Knight creatures you control have double strike.
Knight of Autumn GreenWhite (3)
Creature — Dryad Knight (2/1)
When Knight of Autumn enters the battlefield, choose one —

• Put two +1/+1 counters on Knight of Autumn.
• Destroy target artifact or enchantment.
• You gain 4 life.

Knight of Grace White (2)
Creature — Human Knight (2/2)
First strike

Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.

Knight of New Benalia White (2)
Creature — Human Knight (3/1)
Knight of Sorrows White (5)
Creature — Human Knight (3/3)
Knight of Sorrows can block an additional creature each combat.

Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)

Knight of the Keep White (3)
Creature — Human Knight (3/2)
Knight of the Last Breath WhiteBlack (7)
Creature — Giant Knight (4/4)
, Sacrifice another nontoken creature: Create a 1/1 white and black Spirit creature token with flying.

Afterlife 3 (When this creature dies, create three 1/1 white and black Spirit creature tokens with flying.)

Knight of the Reliquary GreenWhite (3)
Creature — Human Knight (2/2)
Knight of the Reliquary gets +1/+1 for each land card in your graveyard.

Tap, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle your library.

Knight of the Tusk WhiteWhite (6)
Creature — Human Knight (3/7)
Vigilance (Attacking doesn't cause this creature to tap.)
Knightly Valor White (5)
Enchantment — Aura
Enchant creature

When Knightly Valor enters the battlefield, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.

Knights' Charge WhiteBlack (3)
Enchantment
Whenever a Knight you control attacks, each opponent loses 1 life and you gain 1 life.

WhiteBlack, Sacrifice Knights' Charge: Return all Knight creature cards from your graveyard to the battlefield.

Knight's Pledge White (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2.

Kor Spiritdancer White (2)
Creature — Kor Wizard (0/2)
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.

Kunoros, Hound of Athreos WhiteBlack (3)
Legendary Creature — Dog (3/3)
Vigilance, menace, lifelink

Creature cards in graveyards can't enter the battlefield.
Players can't cast spells from graveyards.

Kwende, Pride of Femeref White (4)
Legendary Creature — Human Knight (2/2)
Double strike

Creatures you control with first strike have double strike.

Kykar, Wind's Fury BlueRedWhite (4)
Legendary Creature — Bird Wizard (3/3)
Flying

Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying.
Sacrifice a Spirit: Add Red.

Lagonna-Band Storyteller White (4)
Creature — Centaur Advisor (3/4)
When Lagonna-Band Storyteller enters the battlefield, you may put target enchantment card from your graveyard on top of your library. If you do, you gain life equal to its converted mana cost.
Lavabrink Venturer White (3)
Creature — Human Soldier (3/3)
As Lavabrink Venturer enters the battlefield, choose odd or even. (Zero is even.)

Lavabrink Venturer has protection from each converted mana cost of the chosen value.

Lavinia, Azorius Renegade WhiteBlue (2)
Legendary Creature — Human Soldier (2/2)
Each opponent can't cast noncreature spells with converted mana cost greater than the number of lands that player controls.

Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.

Lawmage's Binding WhiteBlue (3)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.

Law-Rune Enforcer White (1)
Creature — Human Soldier (1/2)
, Tap: Tap target creature with converted mana cost 2 or greater.
Ledev Champion GreenWhite (3)
Creature — Elf Knight (2/2)
Whenever Ledev Champion attacks, you may tap any number of untapped creatures you control. Ledev Champion gets +1/+1 until end of turn for each creature tapped this way.

GreenWhite: Create a 1/1 white Soldier creature token with lifelink.

Ledev Guardian White (4)
Creature — Human Knight (2/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Legion Conquistador White (3)
Creature — Vampire Soldier (2/2)
When Legion Conquistador enters the battlefield, you may search your library for any number of cards named Legion Conquistador, reveal them, put them into your hand, then shuffle your library.
Legion Guildmage RedWhite (2)
Creature — Human Wizard (2/2)
Red, Tap: Legion Guildmage deals 3 damage to each opponent.

White, Tap: Tap another target creature.

Legion Lieutenant WhiteBlack (2)
Creature — Vampire Knight (2/2)
Other Vampires you control get +1/+1.
Legion's Judgment White (3)
Sorcery
Destroy target creature with power 4 or greater.
Legion's Landing White (1)
Legendary Enchantment
When Legion's Landing enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

When you attack with three or more creatures, transform Legion's Landing.

Lena, Selfless Champion WhiteWhite (6)
Legendary Creature — Human Knight (3/3)
When Lena, Selfless Champion enters the battlefield, create a 1/1 white Soldier creature token for each nontoken creature you control.

Sacrifice Lena: Creatures you control with power less than Lena's power gain indestructible until end of turn.

Leonin of the Lost Pride White (2)
Creature — Cat Warrior (3/1)
When Leonin of the Lost Pride dies, exile target card from an opponent's graveyard.
Leonin Vanguard White (1)
Creature — Cat Soldier (1/1)
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
Leonin Warleader WhiteWhite (4)
Creature — Cat Soldier (4/4)
Whenever Leonin Warleader attacks, create two 1/1 white Cat creature tokens with lifelink that are tapped and attacking.
Leyline of Sanctity WhiteWhite (4)
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.

You have hexproof. (You can't be the target of spells or abilities your opponents control.)

Light of Hope White (1)
Instant
Choose one —

• You gain 4 life.
• Destroy target enchantment.
• Put a +1/+1 counter on target creature.

Light of Promise White (3)
Enchantment — Aura
Enchant creature

Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."

Light of the Legion WhiteWhite (6)
Creature — Angel (5/5)
Flying

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
When Light of the Legion dies, put a +1/+1 counter on each white creature you control.

Lightwalker White (2)
Creature — Human Warrior (2/1)
Lightwalker has flying as long as it has a +1/+1 counter on it.
Linden, the Steadfast Queen WhiteWhiteWhite (3)
Legendary Creature — Human Noble (3/3)
Vigilance

Whenever a white creature you control attacks, you gain 1 life.

Linvala, Keeper of Silence WhiteWhite (4)
Legendary Creature — Angel (3/4)
Flying

Activated abilities of creatures your opponents control can't be activated.

Lonesome Unicorn White (5)
Creature — Unicorn (3/3)
Vigilance
Long Road Home White (2)
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Looming Altisaur White (4)
Creature — Dinosaur (1/7)
Loxodon Lifechanter White (6)
Creature — Elephant Cleric (4/6)
When Loxodon Lifechanter enters the battlefield, you may have your life total become the total toughness of creatures you control.

White: Loxodon Lifechanter gets +X/+X until end of turn, where X is your life total.

Loxodon Line Breaker White (3)
Creature — Elephant Soldier (3/2)
Loxodon Restorer WhiteWhite (6)
Creature — Elephant Cleric (3/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

When Loxodon Restorer enters the battlefield, you gain 4 life.

Loxodon Sergeant White (4)
Creature — Elephant Soldier (3/3)
Vigilance

When Loxodon Sergeant enters the battlefield, other creatures you control gain vigilance until end of turn.

Loyal Pegasus White (1)
Creature — Pegasus (2/1)
Flying

Loyal Pegasus can't attack or block alone.

Lumbering Battlement White (5)
Creature — Beast (4/5)
Vigilance

When Lumbering Battlement enters the battlefield, exile any number of other nontoken creatures you control until it leaves the battlefield.
Lumbering Battlement gets +2/+2 for each card exiled with it.

Luminous Bonds White (3)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.

Luminous Broodmoth WhiteWhite (4)
Creature — Insect (3/4)
Flying

Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.

Lurrus of the Dream Den (3)
Legendary Creature — Cat Nightmare (3/2)
Companion — Each permanent card in your starting deck has converted mana cost 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.)

Lifelink
During each of your turns, you may cast one permanent spell with converted mana cost 2 or less from your graveyard.

Lyra Dawnbringer WhiteWhite (5)
Legendary Creature — Angel (5/5)
Flying, first strike, lifelink

Other Angels you control get +1/+1 and have lifelink.

Mace of the Valiant White (3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Mace of the Valiant and has vigilance.

Whenever a creature enters the battlefield under your control, put a charge counter on Mace of the Valiant.
Equip

Maelstrom Archangel WhiteBlueBlackRedGreen (5)
Creature — Angel (5/5)
Flying

Whenever Maelstrom Archangel deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.

Majestic Auricorn White (5)
Creature — Unicorn (4/4)
Mutate White (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Vigilance
Whenever this creature mutates, you gain 4 life.

Majestic Heliopterus White (4)
Creature — Dinosaur (2/2)
Flying

Whenever Majestic Heliopterus attacks, another target Dinosaur you control gains flying until end of turn.

Make a Stand White (3)
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Makeshift Battalion White (3)
Creature — Human Soldier (3/2)
Whenever Makeshift Battalion and at least two other creatures attack, put a +1/+1 counter on Makeshift Battalion.
Maned Serval White (2)
Creature — Cat (1/4)
Vigilance
Mangara, the Diplomat White (4)
Legendary Creature — Human Cleric (2/4)
Lifelink

Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.

March of the Multitudes GreenWhiteWhite (3)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Create X 1/1 white Soldier creature tokens with lifelink.

Martyr for the Cause White (2)
Creature — Human Soldier (2/2)
When Martyr for the Cause dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Martyr of Dusk White (2)
Creature — Vampire Soldier (2/1)
When Martyr of Dusk dies, create a 1/1 white Vampire creature token with lifelink.
Master Splicer White (4)
Creature — Human Artificer (1/1)
When Master Splicer enters the battlefield, create a 3/3 colorless Golem artifact creature token.

Golems you control get +1/+1.

Mavren Fein, Dusk Apostle White (3)
Legendary Creature — Vampire Cleric (2/2)
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Meddling Mage WhiteBlue (2)
Creature — Human Wizard (2/2)
As Meddling Mage enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.

Mentor of the Meek White (3)
Creature — Human Soldier (2/2)
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay . If you do, draw a card.
Mesa Unicorn White (2)
Creature — Unicorn (2/2)
Lifelink
Mighty Leap White (2)
Instant
Target creature gets +2/+2 and gains flying until end of turn.
Mikaeus, the Lunarch White (1)
Legendary Creature — Human Cleric (0/0)
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.

Tap: Put a +1/+1 counter on Mikaeus.
Tap, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.

Militia Bugler White (3)
Creature — Human Soldier (2/3)
Vigilance (Attacking doesn't cause this creature to tap.)

When Militia Bugler enters the battlefield, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Ministrant of Obligation White (3)
Creature — Human Cleric (2/1)
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Mirari's Wake GreenWhite (5)
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.

Moment of Heroism White (2)
Instant
Target creature gets +2/+2 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Moment of Triumph White (1)
Instant
Target creature gets +2/+2 until end of turn. You gain 2 life.
Momentary Blink White (2)
Instant
Exile target creature you control, then return it to the battlefield under its owner's control.

Flashback Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Moorland Inquisitor White (2)
Creature — Human Soldier (2/2)
White: Moorland Inquisitor gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Mortify WhiteBlack (3)
Instant
Destroy target creature or enchantment.
Mysterious Pathlighter White (3)
Creature — Faerie (2/2)
Flying

Each creature you control that has an Adventure enters the battlefield with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)

Mythos of Snapdax WhiteWhite (4)
Sorcery
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If BlackRed was spent to cast this spell, you choose the permanents for each player instead.
Nahiri, Storm of Stone (4)
Legendary Planeswalker — Nahiri (6)
As long as it's your turn, creatures you control have first strike and equip abilities you activate cost less to activate.

−X: Nahiri, Storm of Stone deals X damage to target tapped creature.

Narset of the Ancient Way BlueRedWhite (4)
Legendary Planeswalker — Narset (4)
+1: You gain 2 life. Add Blue, Red, or White. Spend this mana only to cast a noncreature spell.

−2: Draw a card, then you may discard a card. When you discard a nonland card this way, Narset of the Ancient Way deals damage equal to that card's converted mana cost to target creature or planeswalker.
−6: You get an emblem with "Whenever you cast a noncreature spell, this emblem deals 2 damage to any target."

Necropanther WhiteBlack (3)
Creature — Cat Nightmare (3/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Whenever this creature mutates, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.

Nethroi, Apex of Death WhiteBlackGreen (5)
Legendary Creature — Cat Nightmare Beast (5/5)
Mutate BlackBlack (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.

Niambi, Esteemed Speaker WhiteBlue (2)
Legendary Creature — Human Cleric (2/1)
Flash

When Niambi, Esteemed Speaker enters the battlefield, you may return another target creature you control to its owner's hand. If you do, you gain life equal to that creature's converted mana cost.
WhiteBlue, Tap, Discard a legendary card: Draw two cards.

Niambi, Faithful Healer WhiteBlue (3)
Legendary Creature — Human Cleric (2/2)
When Niambi, Faithful Healer enters the battlefield, you may search your library and/or graveyard for a card named Teferi, Timebender, reveal it, and put it into your hand. If you search your library this way, shuffle it.
Nine Lives WhiteWhite (3)
Enchantment
Hexproof

If a source would deal damage to you, prevent that damage and put an incarnation counter on Nine Lives.
When there are nine or more incarnation counters on Nine Lives, exile it.
When Nine Lives leaves the battlefield, you lose the game.

Niv-Mizzet Reborn WhiteBlueBlackRedGreen (5)
Legendary Creature — Dragon Avatar (6/6)
Flying

When Niv-Mizzet Reborn enters the battlefield, reveal the top ten cards of your library. For each color pair, choose a card that's exactly those colors from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.

Novice Knight White (1)
Creature — Human Knight (2/3)
Defender (This creature can't attack.)

As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.

Nyxborn Courser WhiteWhite (3)
Enchantment Creature — Centaur Scout (2/4)
Nyx-Fleece Ram White (2)
Enchantment Creature — Sheep (0/5)
At the beginning of your upkeep, you gain 1 life.
Oakhame Ranger (4)
Creature — Elf Knight (2/2)
Tap: Creatures you control get +1/+1 until end of turn.
Oath of Kaya WhiteBlack (3)
Legendary Enchantment
When Oath of Kaya enters the battlefield, it deals 3 damage to any target and you gain 3 life.

Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.

Oath of Teferi WhiteBlue (5)
Legendary Enchantment
When Oath of Teferi enters the battlefield, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step.

You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.

Offspring's Revenge RedWhiteBlack (5)
Enchantment
At the beginning of combat on your turn, exile target red, white, or black creature card from your graveyard. Create a token that's a copy of that card, except it's 1/1. It gains haste until your next turn.
Omen of the Sun White (3)
Enchantment
Flash

When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
White, Sacrifice Omen of the Sun: Scry 2.

On Alert White (3)
Instant — Adventure
Target creature gets +2/+2 until end of turn. Untap it. (Then exile this card. You may cast the creature later from exile.)
On Serra's Wings White (4)
Legendary Enchantment — Aura
Enchant creature

Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.

Oreskos Swiftclaw White (2)
Creature — Cat Warrior (3/1)
Outflank White (1)
Instant
Outflank deals damage to target attacking or blocking creature equal to the number of creatures you control.
Outlaws' Merriment RedWhiteWhite (4)
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.

• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this creature enters the battlefield, it deals 1 damage to any target."

Pacifism White (2)
Enchantment — Aura
Enchant creature

Enchanted creature can't attack or block.

Pack Leader White (2)
Creature — Dog (2/2)
Other Dogs you control get +1/+1.

Whenever Pack Leader attacks, prevent all combat damage that would be dealt this turn to Dogs you control.

Paladin of Atonement White (2)
Creature — Vampire Knight (1/1)
At the beginning of each upkeep, if you lost life last turn, put a +1/+1 counter on Paladin of Atonement.

When Paladin of Atonement dies, you gain life equal to its toughness.

Paladin of the Bloodstained White (4)
Creature — Vampire Knight (3/2)
When Paladin of the Bloodstained enters the battlefield, create a 1/1 white Vampire creature token with lifelink.
Palladia-Mors, the Ruiner RedGreenWhite (6)
Legendary Creature — Elder Dragon (6/6)
Flying, vigilance, trample

Palladia-Mors, the Ruiner has hexproof if it hasn't dealt damage yet.

Parhelion II WhiteWhite (8)
Legendary Artifact — Vehicle (5/5)
Flying, first strike, vigilance

Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)

Parhelion Patrol White (4)
Creature — Human Knight (2/3)
Flying, vigilance

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Patagia Tiger White (5)
Creature — Cat (3/4)
Flying

When Patagia Tiger enters the battlefield, target Human you control gets +2/+2 until end of turn.

Path of Bravery White (3)
Enchantment
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.

Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.

Path of Mettle RedWhite (2)
Legendary Enchantment
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.

Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.

Patron of the Valiant WhiteWhite (5)
Creature — Angel (4/4)
Flying

When Patron of the Valiant enters the battlefield, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

Pegasus Courser White (3)
Creature — Pegasus (1/3)
Flying

Whenever Pegasus Courser attacks, another target attacking creature gains flying until end of turn.

Perimeter Sergeant White (3)
Creature — Human Soldier (3/2)
Whenever Perimeter Sergeant attacks, other Humans you control get +1/+0 until end of turn.
Phalanx Tactics White (2)
Instant
Target creature you control gets +2/+1 until end of turn. Each other creature you control gets +1/+1 until end of turn.
Pious Interdiction White (4)
Enchantment — Aura
Enchant creature

When Pious Interdiction enters the battlefield, you gain 2 life.
Enchanted creature can't attack or block.

Pious Wayfarer White (1)
Creature — Human Scout (1/2)
Constellation — Whenever an enchantment enters the battlefield under your control, target creature gets +1/+1 until end of turn.
Pitiless Pontiff WhiteBlack (2)
Creature — Vampire Cleric (2/2)
, Sacrifice another creature: Pitiless Pontiff gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Planar Cleansing WhiteWhiteWhite (6)
Sorcery
Destroy all nonland permanents.
Pledge of Unity GreenWhite (3)
Instant
Put a +1/+1 counter on each creature you control. You gain 1 life for each creature you control.
Pouncing Lynx White (2)
Creature — Cat (2/1)
As long as it's your turn, Pouncing Lynx has first strike.
Pride of Conquerors White (2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.

Priest of the Wakening Sun White (1)
Creature — Human Cleric (1/1)
At the beginning of your upkeep, you may reveal a Dinosaur card from your hand. If you do, you gain 2 life.

WhiteWhite, Sacrifice Priest of the Wakening Sun: Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle your library.

Primevals' Glorious Rebirth WhiteBlack (7)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Return all legendary permanent cards from your graveyard to the battlefield.

Prison Realm White (3)
Enchantment
When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.

When Prison Realm enters the battlefield, scry 1.

Prized Griffin White (5)
Creature — Griffin (3/4)
Flying
Profane Procession WhiteBlack (3)
Legendary Enchantment
WhiteBlack: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
Prowling Caracal White (2)
Creature — Cat (3/1)
Pterodon Knight White (4)
Creature — Human Knight (3/3)
Pterodon Knight has flying as long as you control a Dinosaur.
Queen's Commission White (3)
Sorcery
Create two 1/1 white Vampire creature tokens with lifelink.
Radiant Destiny White (3)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

Raff Capashen, Ship's Mage WhiteBlue (4)
Legendary Creature — Human Wizard (3/3)
Flash

Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)

Raise the Alarm White (2)
Instant
Create two 1/1 white Soldier creature tokens.
Rally for the Throne White (3)
Instant
Create two 1/1 white Human creature tokens.

Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.

Rally of Wings White (2)
Instant
Untap all creatures you control. Creatures you control with flying get +2/+2 until end of turn.
Rally to Battle White (4)
Instant
Creatures you control get +1/+3 until end of turn. Untap them.
Rallying Roar White (3)
Instant
Creatures you control get +1/+1 until end of turn. Untap them.
Rambunctious Mutt WhiteWhite (5)
Creature — Dog (3/4)
When Rambunctious Mutt enters the battlefield, destroy target artifact or enchantment an opponent controls.
Ranger of Eos White (4)
Creature — Human Soldier (3/2)
When Ranger of Eos enters the battlefield, you may search your library for up to two creature cards with converted mana cost 1 or less, reveal them, and put them into your hand. If you do, shuffle your library.
Raptor Companion White (2)
Creature — Dinosaur (3/1)
Ravnica at War White (4)
Sorcery
Exile all multicolored permanents.
Realm-Cloaked Giant WhiteWhite (7)
Creature — Giant (7/7)
Vigilance
Regal Bloodlord WhiteBlack (5)
Creature — Vampire Soldier (2/4)
Flying

At the beginning of each end step, if you gained life this turn, create a 1/1 black Bat creature token with flying.

Regal Leosaur RedWhite (2)
Creature — Dinosaur Cat (2/2)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Whenever this creature mutates, other creatures you control get +2/+1 until end of turn.

Release the Dogs White (4)
Sorcery
Create four 1/1 white Dog creature tokens.
Relentless Raptor RedWhite (2)
Creature — Dinosaur (3/3)
Vigilance

Relentless Raptor attacks or blocks each combat if able.

Remorseful Cleric White (2)
Creature — Spirit Cleric (2/1)
Flying

Sacrifice Remorseful Cleric: Exile all cards from target player's graveyard.

Resolute Rider (4)
Creature — Human Knight (4/2)
: Resolute Rider gains lifelink until end of turn.

: Resolute Rider gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Resolute Watchdog White (1)
Creature — Dog (1/3)
Defender

, Sacrifice Resolute Watchdog: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Resplendent Angel WhiteWhite (3)
Creature — Angel (3/3)
Flying

At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
WhiteWhiteWhite: Until end of turn, Resplendent Angel gets +2/+2 and gains lifelink.

Resplendent Griffin WhiteBlue (3)
Creature — Griffin (2/2)
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever Resplendent Griffin attacks, if you have the city's blessing, put a +1/+1 counter on it.

Response (2)
Instant
Response deals 5 damage to target attacking or blocking creature.
Resurgence RedWhite (5)
Sorcery
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Revenge WhiteBlack (6)
Sorcery
Double your life total. Target opponent loses half their life, rounded up.
Reverent Hoplite White (5)
Creature — Human Soldier (1/2)
When Reverent Hoplite enters the battlefield, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each White in the mana costs of permanents you control counts toward your devotion to white.)
Revitalize White (2)
Instant
You gain 3 life.

Draw a card.

Revival (2)
Sorcery
Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
Revoke Existence White (2)
Sorcery
Exile target artifact or enchantment.
Rhox Faithmender White (4)
Creature — Rhino Monk (1/5)
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.

Rhys the Redeemed (1)
Legendary Creature — Elf Warrior (1/1)
, Tap: Create a 1/1 green and white Elf Warrior creature token.

, Tap: For each creature token you control, create a token that's a copy of that creature.

Rider in Need White (3)
Sorcery — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
Rienne, Angel of Rebirth RedGreenWhite (5)
Legendary Creature — Angel (5/4)
Flying

Other multicolored creatures you control get +1/+0.
Whenever another multicolored creature you control dies, return it to its owner's hand at the beginning of the next end step.

Righteous Blow White (1)
Instant
Righteous Blow deals 2 damage to target attacking or blocking creature.
Righteousness White (1)
Instant
Target blocking creature gets +7/+7 until end of turn.
Rise to Glory WhiteBlack (5)
Sorcery
Choose one or both —

• Return target creature card from your graveyard to the battlefield.
• Return target Aura card from your graveyard to the battlefield.

Rising Populace White (3)
Creature — Human (2/2)
Whenever another creature or planeswalker you control dies, put a +1/+1 counter on Rising Populace.
Ritual of Rejuvenation White (3)
Instant
You gain 4 life.

Draw a card.

Roc Charger White (3)
Creature — Bird (1/3)
Flying

Whenever Roc Charger attacks, target attacking creature without flying gains flying until end of turn.

Ronom Unicorn White (2)
Creature — Unicorn (2/2)
Sacrifice Ronom Unicorn: Destroy target enchantment.
Rosemane Centaur GreenWhite (5)
Creature — Centaur Soldier (4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Vigilance

Ruinous Ultimatum RedRedWhiteWhiteWhiteBlackBlack (7)
Sorcery
Destroy all nonland permanents your opponents control.
Rule of Law White (3)
Enchantment
Each player can't cast more than one spell each turn.
Rumbling Sentry WhiteWhite (5)
Creature — Giant (3/6)
When Rumbling Sentry enters the battlefield, scry 1.
Runed Halo WhiteWhite (2)
Enchantment
As Runed Halo enters the battlefield, choose a card name.

You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

Rustwing Falcon White (1)
Creature — Bird (1/2)
Flying
Sanctuary Cat White (1)
Creature — Cat (1/2)
Sanctuary Lockdown White (3)
Enchantment
Humans you control get +1/+1.

, Tap two untapped Humans you control: Tap target creature an opponent controls.

Sanctum of All WhiteBlueBlackRedGreen (5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle it.

If an ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.

Sanctum of Tranquil Light White (1)
Legendary Enchantment — Shrine
White: Tap target creature. This ability costs less to activate for each Shrine you control.
Sanctum Spirit White (4)
Creature — Spirit (3/2)
Lifelink

Discard a historic card: Sanctum Spirit gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)

Sanguine Glorifier White (4)
Creature — Vampire Cleric (3/3)
When Sanguine Glorifier enters the battlefield, put a +1/+1 counter on another target Vampire you control.
Sanguine Sacrament WhiteWhite (2)
Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
Satyr Enchanter GreenWhite (3)
Creature — Satyr Druid (2/2)
Whenever you cast an enchantment spell, draw a card.
Savai Sabertooth White (2)
Creature — Cat (3/1)
Savai Thundermane RedWhite (2)
Creature — Elemental Cat (3/2)
Whenever you cycle a card, you may pay . When you do, Savai Thundermane deals 2 damage to target creature and you gain 2 life.
Savannah Sage White (2)
Creature — Cat Cleric (2/2)
When Savannah Sage enters the battlefield, you gain 2 life.
Seal Away White (2)
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.

Seasoned Hallowblade White (2)
Creature — Human Warrior (3/1)
Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Secure the Scene White (5)
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
Selfless Savior White (1)
Creature — Dog (1/1)
Sacrifice Selfless Savior: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Senate Griffin (4)
Creature — Griffin (3/2)
Flying

When Senate Griffin enters the battlefield, scry 1.

Senate Guildmage WhiteBlue (2)
Creature — Human Wizard (2/2)
White, Tap: You gain 2 life.

Blue, Tap: Draw a card, then discard a card.

Sentinel's Eyes White (1)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has vigilance.
Escape—White, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Sentinel's Mark White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
Addendum — When Sentinel's Mark enters the battlefield, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.

Sephara, Sky's Blade WhiteWhiteWhite (7)
Legendary Creature — Angel (7/7)
You may pay White and tap four untapped creatures you control with flying rather than pay this spell's mana cost.

Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)

Seraph of the Scales WhiteBlack (4)
Creature — Angel (4/3)
Flying

White: Seraph of the Scales gains vigilance until end of turn.
Black: Seraph of the Scales gains deathtouch until end of turn.
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)

Sergeant-at-Arms White (3)
Creature — Human Soldier (2/3)
Kicker White (You may pay an additional White as you cast this spell.)

When Sergeant-at-Arms enters the battlefield, if it was kicked, create two 1/1 white Soldier creature tokens.

Serra Angel WhiteWhite (5)
Creature — Angel (4/4)
Flying, vigilance
Serra Ascendant White (1)
Creature — Human Monk (1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.

Serra Disciple White (2)
Creature — Bird Cleric (1/1)
Flying, first strike

Whenever you cast a historic spell, Serra Disciple gets +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)

Serra's Guardian WhiteWhite (6)
Creature — Angel (5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)

Vigilance (Attacking doesn't cause this creature to tap.)
Other creatures you control have vigilance.

Settle the Wreckage WhiteWhite (4)
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle their library.
Shalai, Voice of Plenty White (4)
Legendary Creature — Angel (3/4)
Flying

You, planeswalkers you control, and other creatures you control have hexproof.
GreenGreen: Put a +1/+1 counter on each creature you control.

Shanna, Sisay's Legacy GreenWhite (2)
Legendary Creature — Human Warrior (0/0)
Shanna, Sisay's Legacy can't be the target of abilities your opponents control.

Shanna gets +1/+1 for each creature you control.

Shatter the Sky WhiteWhite (4)
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
Sheltering Light White (1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
Shepherd of the Flock White (2)
Creature — Human Peasant (3/1)
Shield Mare WhiteWhite (3)
Creature — Horse (2/3)
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.

Shinechaser WhiteBlue (3)
Creature — Faerie (1/1)
Flying, vigilance

Shinechaser gets +1/+1 as long as you control an artifact.
Shinechaser gets +1/+1 as long as you control an enchantment.

Shining Aerosaur White (5)
Creature — Dinosaur (3/4)
Flying
Shining Armor White (2)
Artifact — Equipment
Flash

When Shining Armor enters the battlefield, attach it to target Knight you control.
Equipped creature gets +0/+2 and has vigilance.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Show of Valor White (2)
Instant
Target creature gets +2/+4 until end of turn.
Shrine Keeper WhiteWhite (2)
Creature — Human Cleric (2/2)
Siege Mastodon White (5)
Creature — Elephant (3/5)
Siege Striker White (3)
Creature — Human Soldier (1/1)
Double strike (This creature deals both first-strike and regular combat damage.)

Whenever Siege Striker attacks, you may tap any number of untapped creatures you control. Siege Striker gets +1/+1 until end of turn for each creature tapped this way.

Siegehorn Ceratops GreenWhite (2)
Creature — Dinosaur (2/2)
Enrage — Whenever Siegehorn Ceratops is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Sigil of the Empty Throne WhiteWhite (5)
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Sigiled Contender White (4)
Creature — Human Warrior (3/3)
Sigiled Contender has lifelink as long as it has a +1/+1 counter on it. (Damage dealt by this creature also causes you to gain that much life.)
Silverbeak Griffin WhiteWhite (2)
Creature — Griffin (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Silverflame Ritual White (4)
Sorcery
Put a +1/+1 counter on each creature you control.

Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.

Silverflame Squire White (2)
Creature — Human Soldier (2/1)
Silverwing Squadron White (6)
Creature — Human Knight (*/*)
Flying, vigilance

Silverwing Squadron's power and toughness are each equal to the number of creatures you control.
Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.

Single Combat WhiteWhite (5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Siona, Captain of the Pyleas GreenWhite (3)
Legendary Creature — Human Soldier (2/2)
When Siona, Captain of the Pyleas enters the battlefield, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.

Sky Terror RedWhite (2)
Creature — Dinosaur (2/2)
Flying, menace
Sky Tether White (1)
Enchantment — Aura
Enchant creature

Enchanted creature has defender and loses flying.

Skyblade of the Legion White (2)
Creature — Vampire Soldier (1/3)
Flying
Skycat Sovereign WhiteBlue (2)
Creature — Elemental Cat (1/1)
Flying

Skycat Sovereign gets +1/+1 for each other creature you control with flying.
WhiteBlue: Create a 1/1 white Cat Bird creature token with flying.

Skyknight Legionnaire RedWhite (3)
Creature — Human Knight (2/2)
Flying, haste
Skyknight Vanguard RedWhite (2)
Creature — Human Knight (1/2)
Flying

Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that's tapped and attacking.

Skyline Scout White (2)
Creature — Human Scout (2/1)
Whenever Skyline Scout attacks, you may pay White. If you do, it gains flying until end of turn.
Skymarcher Aspirant White (1)
Creature — Vampire Soldier (2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Skymarcher Aspirant has flying as long as you have the city's blessing.

Slash of Talons White (1)
Instant
Slash of Talons deals 2 damage to target attacking or blocking creature.
Slaughter the Strong WhiteWhite (3)
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Smothering Tithe White (4)
Enchantment
Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
Snapdax, Apex of the Hunt RedWhiteBlack (4)
Legendary Creature — Dinosaur Cat Nightmare (3/5)
Mutate WhiteWhite (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Double strike
Whenever this creature mutates, it deals 4 damage to target creature or planeswalker an opponent controls and you gain 4 life.

Snare Tactician White (3)
Creature — Human Soldier (2/3)
Whenever you cycle a card, tap target creature an opponent controls.
Snubhorn Sentry White (1)
Creature — Dinosaur (0/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Snubhorn Sentry gets +3/+0 as long as you have the city's blessing.

Solar Blaze RedWhite (4)
Sorcery
Each creature deals damage to itself equal to its power.
Solid Footing White (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.

Sorin, Vengeful Bloodlord WhiteBlack (4)
Legendary Planeswalker — Sorin (4)
As long as it's your turn, creatures and planeswalkers you control have lifelink.

+2: Sorin, Vengeful Bloodlord deals 1 damage to target player or planeswalker.
−X: Return target creature card with converted mana cost X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.

Soul Warden White (1)
Creature — Human Cleric (1/1)
Whenever another creature enters the battlefield, you gain 1 life.
Soulmender White (1)
Creature — Human Cleric (1/1)
Tap: You gain 1 life.
Speaker of the Heavens White (1)
Creature — Human Cleric (1/1)
Vigilance, lifelink

Tap: Create a 4/4 white Angel creature token with flying. Activate this ability only if you have at least 7 life more than your starting life total and only any time you could cast a sorcery.

Sphinx of New Prahv WhiteWhiteBlueBlue (4)
Creature — Sphinx (4/3)
Flying, vigilance

Spells your opponents cast that target Sphinx of New Prahv cost more to cast.

Sphinx's Decree White (2)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
Sphinx's Insight WhiteBlue (4)
Instant
Draw two cards.

Addendum — If you cast this spell during your main phase, you gain 2 life.

Spirit of the Spires White (4)
Creature — Spirit (2/4)
Flying

Other creatures you control with flying get +0/+1.

Spiritual Guardian WhiteWhite (5)
Creature — Spirit (3/4)
When Spiritual Guardian enters the battlefield, you gain 4 life.
Splendor Mare White (3)
Creature — Elk Unicorn (3/3)
Lifelink

Cycling White (White, Discard this card: Draw a card.)
When you cycle Splendor Mare, put a lifelink counter on target creature you control.

Spontaneous Flight White (3)
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it.
Squad Captain White (5)
Creature — Human Soldier (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)

Squad Captain enters the battlefield with a +1/+1 counter on it for each other creature you control.

Squire's Devotion White (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink.
When Squire's Devotion enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

Staggering Insight WhiteBlue (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."

Star-Crowned Stag White (4)
Creature — Elk (3/3)
Whenever Star-Crowned Stag attacks, tap target creature defending player controls.
Starfield Mystic White (2)
Creature — Human Cleric (2/2)
Enchantment spells you cast cost less to cast.

Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic.

Staunch Shieldmate White (1)
Creature — Dwarf Soldier (1/3)
Steadfast Armasaur White (4)
Creature — Dinosaur (2/3)
Vigilance

White, Tap: Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.

Steadfast Sentry White (3)
Creature — Human Soldier (3/2)
Vigilance (Attacking doesn't cause this creature to tap.)

When Steadfast Sentry dies, put a +1/+1 counter on target creature you control.

Steel-Plume Marshal WhiteWhite (5)
Creature — Bird Soldier (3/3)
Flying

Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.

Stone Haven Pilgrim White (2)
Creature — Kor Cleric (2/2)
Whenever Stone Haven Pilgrim attacks, if you control an artifact or enchantment, Stone Haven Pilgrim gets +1/+1 and gains lifelink until end of turn.
Stormwild Capridor White (3)
Creature — Bird Goat (1/3)
Flying

If noncombat damage would be dealt to Stormwild Capridor, prevent that damage. Put a +1/+1 counter on Stormwild Capridor for each 1 damage prevented this way.

Sumala Woodshaper GreenWhite (4)
Creature — Elf Druid (2/1)
When Sumala Woodshaper enters the battlefield, look at the top four cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Summary Judgment White (2)
Instant
Summary Judgment deals 3 damage to target tapped creature.

Addendum — If you cast this spell during your main phase, it deals 5 damage instead.

Sun Sentinel White (2)
Creature — Human Soldier (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Sunblade Angel White (6)
Creature — Angel (3/3)
Flying, first strike, vigilance, lifelink
Sun-Blessed Mount RedWhite (5)
Creature — Dinosaur (4/4)
When Sun-Blessed Mount enters the battlefield, you may search your library and/or graveyard for a card named Huatli, Dinosaur Knight, reveal it, then put it into your hand. If you searched your library this way, shuffle it.
Suncleanser White (2)
Creature — Human Cleric (1/4)
When Suncleanser enters the battlefield, choose one —

• Remove all counters from target creature. It can't have counters put on it for as long as Suncleanser remains on the battlefield.
• Target opponent loses all counters. That player can't get counters for as long as Suncleanser remains on the battlefield.

Sun-Crested Pterodon White (5)
Creature — Dinosaur (2/5)
Flying

Sun-Crested Pterodon has vigilance as long as you control another Dinosaur.

Sunhome Stalwart White (2)
Creature — Human Soldier (2/2)
First strike

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Sunlit Hoplite White (2)
Creature — Human Soldier (2/1)
As long as it's your turn, Sunlit Hoplite has first strike.

Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.

Sunmane Pegasus White (4)
Creature — Pegasus (2/3)
Flying

White: Sunmane Pegasus gains vigilance and lifelink until end of turn.

Sunrise Seeker White (5)
Creature — Human Scout (3/3)
Vigilance

When Sunrise Seeker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Supply Runners White (5)
Creature — Dog (2/2)
When Supply Runners enters the battlefield, put a +1/+1 counter on each other creature you control.
Swallow Whole White (1)
Sorcery
As an additional cost to cast this spell, tap an untapped creature you control.

Exile target tapped creature. Put a +1/+1 counter on the creature tapped to pay this spell's additional cost.

Swathcutter Giant RedWhite (6)
Creature — Giant Soldier (5/5)
Vigilance

Whenever Swathcutter Giant attacks, it deals 1 damage to each creature defending player controls.

Swift Response White (2)
Instant
Destroy target tapped creature.
Swiftblade Vindicator RedWhite (2)
Creature — Human Soldier (1/1)
Double strike, vigilance, trample
Sworn Companions White (3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
Syndicate Guildmage WhiteBlack (2)
Creature — Human Cleric (2/2)
White, Tap: Tap target creature with power 4 or greater.

Black, Tap: Syndicate Guildmage deals 2 damage to target opponent or planeswalker.

Syndicate Messenger White (4)
Creature — Bird (2/3)
Flying

Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)

Syr Alin, the Lion's Claw WhiteWhite (5)
Legendary Creature — Human Knight (4/4)
First strike

Whenever Syr Alin, the Lion's Claw attacks, other creatures you control get +1/+1 until end of turn.

Syr Gwyn, Hero of Ashvale RedWhiteBlack (6)
Legendary Creature — Human Knight (5/5)
Vigilance, menace

Whenever an equipped creature you control attacks, you draw a card and you lose 1 life.
Equipment you control have equip Knight .

Tactical Advantage White (1)
Instant
Target blocking or blocked creature you control gets +2/+2 until end of turn.
Tajic, Legion's Edge RedWhite (3)
Legendary Creature — Human Soldier (3/2)
Haste

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
RedWhite: Tajic, Legion's Edge gains first strike until end of turn.

Take Heart White (1)
Instant
Target creature gets +2/+2 until end of turn. You gain 1 life for each attacking creature you control.
Take Vengeance White (2)
Sorcery
Destroy target tapped creature.
Tandem Tactics White (2)
Instant
Up to two target creatures each get +1/+2 until end of turn. You gain 2 life.
Taranika, Akroan Veteran WhiteWhite (3)
Legendary Creature — Human Soldier (3/3)
Vigilance

Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.

Teferi, Hero of Dominaria WhiteBlue (5)
Legendary Planeswalker — Teferi (4)
+1: Draw a card. At the beginning of the next end step, untap up to two lands.

−3: Put target nonland permanent into its owner's library third from the top.
−8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

Teferi, Time Raveler WhiteBlue (3)
Legendary Planeswalker — Teferi (4)
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Teferi, Timebender WhiteBlue (6)
Legendary Planeswalker — Teferi (5)
+2: Untap up to one target artifact or creature.

−3: You gain 2 life and draw two cards.
−9: Take an extra turn after this one.

Tempered Steel WhiteWhite (3)
Enchantment
Artifact creatures you control get +2/+2.
Tempered Veteran White (2)
Creature — Human Knight (1/2)
White, Tap: Put a +1/+1 counter on target creature with a +1/+1 counter on it.

WhiteWhite, Tap: Put a +1/+1 counter on target creature.

Temple Altisaur White (5)
Creature — Dinosaur (3/4)
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
Tenth District Guard White (2)
Creature — Human Soldier (2/2)
When Tenth District Guard enters the battlefield, target creature gets +0/+1 until end of turn.
Tenth District Legionnaire RedWhite (2)
Creature — Human Soldier (2/2)
Haste

Whenever you cast a spell that targets Tenth District Legionnaire, put a +1/+1 counter on Tenth District Legionnaire, then scry 1.

Tenth District Veteran White (3)
Creature — Human Soldier (2/3)
Vigilance

Whenever Tenth District Veteran attacks, untap another target creature you control.

Territorial Hammerskull White (3)
Creature — Dinosaur (2/3)
Whenever Territorial Hammerskull attacks, tap target creature an opponent controls.
Teshar, Ancestor's Apostle White (4)
Legendary Creature — Bird Cleric (2/2)
Flying

Whenever you cast a historic spell, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)

Teyo, the Shieldmage White (3)
Legendary Planeswalker — Teyo (5)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

−2: Create a 0/3 white Wall creature token with defender.

Teyo's Lightshield White (3)
Creature — Illusion (0/3)
When Teyo's Lightshield enters the battlefield, put a +1/+1 counter on target creature you control.
Teysa Karlov WhiteBlack (4)
Legendary Creature — Human Advisor (2/4)
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature tokens you control have vigilance and lifelink.

Thalia, Guardian of Thraben White (2)
Legendary Creature — Human Soldier (2/1)
First strike

Noncreature spells cost more to cast.

The Birth of Meletis White (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle your library.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.

The Circle of Loyalty WhiteWhite (6)
Legendary Artifact
This spell costs less to cast for each Knight you control.

Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
White, Tap: Create a 2/2 white Knight creature token with vigilance.

The Wanderer White (4)
Legendary Planeswalker (5)
Prevent all noncombat damage that would be dealt to you and other permanents you control.

−2: Exile target creature with power 4 or greater.

Tiana, Ship's Caretaker RedWhite (5)
Legendary Creature — Angel Artificer (3/3)
Flying, first strike

Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.

Time Wipe WhiteWhiteBlue (5)
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
Timely Reinforcements White (3)
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
Tithe Taker White (2)
Creature — Human Soldier (2/1)
During your turn, spells your opponents cast cost more to cast and abilities your opponents activate cost more to activate unless they're mana abilities.

Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)

Tocatli Honor Guard White (2)
Creature — Human Soldier (1/3)
Creatures entering the battlefield don't cause abilities to trigger.
Tolsimir, Friend to Wolves GreenGreenWhite (5)
Legendary Creature — Elf Scout (3/3)
When Tolsimir, Friend to Wolves enters the battlefield, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token.

Whenever a Wolf enters the battlefield under your control, you gain 3 life and that creature fights up to one target creature you don't control.

Tomik, Distinguished Advokist WhiteWhite (2)
Legendary Creature — Human Advisor (2/3)
Flying

Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control.
Your opponents can't play land cards from graveyards.

Topple the Statue White (3)
Instant
Tap target permanent. If it's an artifact, destroy it.

Draw a card.

Tragic Poet White (1)
Creature — Human (1/1)
Tap, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.
Transcendent Envoy White (2)
Enchantment Creature — Griffin (1/2)
Flying

Aura spells you cast cost less to cast.

Trapjaw Tyrant WhiteWhite (5)
Creature — Dinosaur (5/5)
Enrage — Whenever Trapjaw Tyrant is dealt damage, exile target creature an opponent controls until Trapjaw Tyrant leaves the battlefield.
Trapped in the Tower White (2)
Enchantment — Aura
Enchant creature without flying

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Triumph of Gerrard White (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.

Triumphant Surge White (4)
Instant
Destroy target creature with power 4 or greater. You gain 3 life.
Trostani Discordant GreenWhite (5)
Legendary Creature — Dryad (1/4)
Other creatures you control get +1/+1.

When Trostani Discordant enters the battlefield, create two 1/1 white Soldier creature tokens with lifelink.
At the beginning of your end step, each player gains control of all creatures they own.

True Love's Kiss WhiteWhite (4)
Instant
Exile target artifact or enchantment.

Draw a card.

Truefire Captain RedRedWhiteWhite (4)
Creature — Human Knight (4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Whenever Truefire Captain is dealt damage, it deals that much damage to target player.

Trusted Pegasus White (3)
Creature — Pegasus (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.

Trusty Packbeast White (3)
Creature — Beast (2/3)
When Trusty Packbeast enters the battlefield, return target artifact card from your graveyard to your hand.
Trusty Retriever White (4)
Creature — Dog (2/3)
When Trusty Retriever enters the battlefield, choose one —

• Put a +1/+1 counter on Trusty Retriever.
• Return target artifact or enchantment card from your graveyard to your hand.

Twilight Panther White (1)
Creature — Cat Spirit (1/2)
Black: Twilight Panther gains deathtouch until end of turn.
Twinblade Paladin White (4)
Creature — Human Knight (3/3)
Whenever you gain life, put a +1/+1 counter on Twinblade Paladin.

As long as you have 25 or more life, Twinblade Paladin has double strike. (It deals both first-strike and regular combat damage.)

Unbreakable Formation White (3)
Instant
Creatures you control gain indestructible until end of turn.

Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.

Urza's Ruinous Blast White (5)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Exile all nonland permanents that aren't legendary.

Usher to Safety White (1)
Instant — Adventure
Return target permanent you control to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
Vadrok, Apex of Thunder BlueRedWhite (3)
Legendary Creature — Elemental Dinosaur Cat (3/3)
Mutate RedRed (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Flying, first strike
Whenever this creature mutates, you may cast target noncreature card with converted mana cost 3 or less from your graveyard without paying its mana cost.

Valiant Knight White (4)
Creature — Human Knight (3/4)
Other Knights you control get +1/+1.

WhiteWhite: Knights you control gain double strike until end of turn.

Valiant Rescuer White (2)
Creature — Human Soldier (3/1)
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.

Cycling (, Discard this card: Draw a card.)

Valorous Stance White (2)
Instant
Choose one —

• Target creature gains indestructible until end of turn.
• Destroy target creature with toughness 4 or greater.

Valorous Steed White (5)
Creature — Unicorn (3/3)
Vigilance (Attacking doesn't cause this creature to tap.)

When Valorous Steed enters the battlefield, create a 2/2 white Knight creature token with vigilance.

Vampire's Zeal White (1)
Instant
Target creature gets +2/+2 until end of turn. If it's a Vampire, it gains first strike until end of turn.
Venerable Knight White (1)
Creature — Human Knight (2/1)
When Venerable Knight dies, put a +1/+1 counter on target Knight you control.
Venerated Loxodon White (5)
Creature — Elephant Cleric (4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

When Venerated Loxodon enters the battlefield, put a +1/+1 counter on each creature that convoked it.

Vernadi Shieldmate (2)
Creature — Human Soldier (2/2)
Vigilance
Victory's Envoy WhiteWhite (5)
Creature — Human Cleric (3/3)
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
Vizkopa Vampire (3)
Creature — Vampire (3/1)
Lifelink
Voice of the Provinces WhiteWhite (6)
Creature — Angel (3/3)
Flying

When Voice of the Provinces enters the battlefield, create a 1/1 white Human creature token.

Vona, Butcher of Magan WhiteBlack (5)
Legendary Creature — Vampire Knight (4/4)
Vigilance, lifelink

Tap, Pay 7 life: Destroy target nonland permanent. Activate this ability only during your turn.

Vryn Wingmare White (3)
Creature — Pegasus (2/1)
Flying

Noncreature spells cost more to cast.

Vulpikeet White (4)
Creature — Fox Bird (2/3)
Mutate White (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Flying
Whenever this creature mutates, put a +1/+1 counter on it.

Wakening Sun's Avatar WhiteWhiteWhite (8)
Creature — Dinosaur Avatar (7/7)
When Wakening Sun's Avatar enters the battlefield, if you cast it from your hand, destroy all non-Dinosaur creatures.
Wanderer's Strike White (5)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Wandermare GreenWhite (3)
Creature — Horse (3/3)
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
War Screecher White (2)
Creature — Bird (1/3)
Flying

White, Tap: Other creatures you control get +1/+1 until end of turn.

Warded Battlements White (3)
Creature — Wall (0/3)
Defender (This creature can't attack.)

Attacking creatures you control get +1/+0.

Warden WhiteBlue (5)
Sorcery
Create a 4/4 white and blue Sphinx creature token with flying and vigilance.
Warrant (2)
Instant
Put target attacking or blocking creature on top of its owner's library.
Watcher of the Spheres WhiteBlue (2)
Creature — Bird Wizard (2/2)
Flying

Creature spells with flying you cast cost less to cast.
Whenever another creature with flying enters the battlefield under your control, Watcher of the Spheres gets +1/+1 until end of turn.

Watchful Giant White (6)
Creature — Giant Soldier (3/6)
When Watchful Giant enters the battlefield, create a 1/1 white Human creature token.
Whirlwind of Thought BlueRedWhite (4)
Enchantment
Whenever you cast a noncreature spell, draw a card.
Will of the All-Hunter White (2)
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it.

Cycling (, Discard this card: Draw a card.)

Winota, Joiner of Forces RedWhite (4)
Legendary Creature — Human Warrior (4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
Wintermoor Commander WhiteBlack (2)
Creature — Human Knight (2/*)
Deathtouch

Wintermoor Commander's toughness is equal to the number of Knights you control.
Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Worldsoul Colossus GreenWhite (2)
Creature — Elemental (0/0)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Worldsoul Colossus enters the battlefield with X +1/+1 counters on it.

Worthy Knight White (2)
Creature — Human Knight (2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
Yoked Ox White (1)
Creature — Ox (0/4)
Yorion, Sky Nomad (5)
Legendary Creature — Bird Serpent (4/5)
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.)

Flying
When Yorion enters the battlefield, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.

Youthful Knight White (2)
Creature — Human Knight (2/1)
First strike
Zacama, Primal Calamity RedGreenWhite (9)
Legendary Creature — Elder Dinosaur (9/9)
Vigilance, reach, trample

When Zacama, Primal Calamity enters the battlefield, if you cast it, untap all lands you control.
Red: Zacama deals 3 damage to target creature.
Green: Destroy target artifact or enchantment.
White: You gain 3 life.

Zenith Flare RedWhite (4)
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
Zetalpa, Primal Dawn WhiteWhite (8)
Legendary Creature — Elder Dinosaur (4/8)
Flying, double strike, vigilance, trample, indestructible
Zirda, the Dawnwaker (3)
Legendary Creature — Elemental Fox (3/3)
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.)

Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, Tap: Target creature can't block this turn.