White (52 cards)
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Act of Faith
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Then you may pay and discard a white card. If you do, copy this spell. You may choose a new target for the copy.
1/52
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Angel of Vengeance
Creature — Angel
Flying
: Return Angel of Vengeance from your graveyard to your hand. Play this ability only during your upkeep.
Transform Sorcery (You may play this card as this sorcery rather than as a creature spell.) — Destroy all artifacts, creatures, and enchantments.
4/5
2/52
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Angelic Infusion
Enchantment — Aura
Enchant creature
You can’t lose the game and your opponents can’t win the game.
3/52
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Aquiline Drifter
Creature — Bird Knight
Flying
If a card would be put into a graveyard from anywhere, remove it from the game instead.
2/2
4/52
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Arabian Knights
Creature — Human Knight
Plainswalk
Arabian Knights can’t be blocked by creatures with power greater than Arabian Knights’s power.
2/2
5/52
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Avenge the Fallen
Instant
Put two 1/1 white Knight creature tokens into play.
Whenever a nontoken Knight is put into your graveyard from play, you may return Avenge the Fallen from your graveyard to your hand.
6/52
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Aysen Rebel
Creature – Anderth Rebel Cleric
Plainswalk
: Put a healing counter on Aysen Rebel.
, Remove a healing counter from Aysen Rebel: Prevent the next 1 damage that would be dealt to target creature this turn.
3/3
7/52
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Battle Tested
Instant
Creatures you control get +1/+1 until end of turn. Then you may pay . If you do, copy this spell.
8/52
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Bird of Judgment
Creature – Mythical Bird
Flying, vigilance
, Sacrifice Bird of Judgment: Until end of turn, you can’t be the target of spells or abilities your opponents control.
1/1
9/52
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Blessed Resolve
Enchantment — Aura
Enchant creature you control
Enchanted creature has vigilance.
Whenever enchanted creature attacks or blocks, or a player plays an activated ability of enchanted creature with in its activation cost, you gain 2 life.
10/52
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Charmed Dragon
Creature - Dragon
Flying, first strike, trample
When Charmed Dragon comes into play, each other player may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play.
Discard two cards: Return Charmed Dragon to its owner’s hand.
5/5
11/52
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Circle of Protection: Landwalk
Enchantment
As Circle of Protection: Landwalk comes into play, choose a basic land type.
: The next time a source of your choice with landwalk of the chosen type would deal damage to you this turn, prevent that damage.
12/52
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Darksteel Griffin
Creature - Griffin
Flying, first strike
Transform Sorcery (You may play this card as this sorcery rather than as a creature spell.) — Target permanent becomes indestructible. (“Destroy” effects and lethal damage don’t destroy that permanent. This effect doesn’t end at end of turn.)
3/3
13/52
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Dazzling Leech
Creature - Leech
White spells cost less to play.
Whenever an opponent gains life, you gain that much life.
2/6
14/52
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Delicate Faithkeeper
Creature – Insect Cleric
Flash
Creatures you control that are enchanted get +1/+1.
1/1
15/52
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Divine Heraldry
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has lifelink.
When Divine Heraldry is put into a graveyard from play, you may search your library for up to three cards named Divine Heraldry, reveal them, and put them into your hand. If you do, shuffle your library.
16/52
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Drained Wetlands
Sorcery
Destroy all Swamps.
17/52
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Expel
Instant
Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Then you may sacrifice a land, sacrifice a creature, and discard a card. If you do, copy this spell and choose a new target for the copy.
18/52
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Farmstead Healer
Creature – Human Cleric
: Prevent the next 2 damage that would be dealt to target creature or player this turn. If Farmstead Healer is enchanted, prevent the next 4 damage to that creature or player instead.
1/1
19/52
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Geographic Prediction
Enchantment
: If you would draw a card, you may instead have target opponent choose land or nonland. Then reveal the top card of your library. If it is not a card of the chosen kind, you gain 10 life.
20/52
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Glaring Ettin
Creature — Ettin
Whenever Glaring Ettin attacks, tap all creatures with power less than or equal to Glaring Ettin’s power.
1/3
21/52
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Gliding Pegasus
Creature – Pegasus Knight
Flying
: Target creature becomes white until end of turn.
2/1
22/52
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Golden Knight
Creature – Human Knight
First strike
When Golden Knight comes into play, you gain 2 life.
: Golden Knight gets +X/+0 until end of turn. Spend only nonwhite mana this way.
2/2
23/52
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Graceful Antelope
Creature — Antelope
Plainswalk
Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play.
1/4
24/52
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Honored Legion
Creature – Human Knight
Vigilance, mountainwalk
Untapped creatures you control get +0/+2.
2/2
25/52
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Impoverishing Griffin
Creature – Griffin
Flying, vigilance
At the end of your turn, reveal the top card of your library. Target opponent may choose to put that card on the bottom of your library.
3/3
26/52
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Karmic Explorer
Creature – Anderth Nomad Mystic
Swampwalk
: Untap all other creatures you control.
2/2
27/52
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Keeper of the Prism
Creature – Anderth Nomad Mystic
: Add three mana of any combination of colors to your mana pool. Spend this mana only to play Aura spells.
Transform Instant (You may play this card as this instant rather than as a creature spell.) — Target creature loses all abilities and becomes a 2/2 Prism that is all colors until end of turn.
1/4
28/52
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Law and Order
Sorcery
Law and Order deals 2 damage to each red creature and each player who controls a red creature.
29/52
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Machius, Aspect of Wrath
Legendary Creature – Avatar
Double strike, vigilance
Transform Sorcery (You may play this card as this sorcery rather than as a creature spell.) – Each player chooses one permanent he or she controls, then removes the rest from the game.
5/7
30/52
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Martial Law
Instant
Whenever a spell or ability an opponent controls causes a creature you control to leave play this turn, return that creature to play under its owner’s control and you may destroy target creature that opponent controls.
31/52
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Martyr of Grace
Creature – Insect Cleric
Swampwalk
Sacrifice Martyr of Grace: Destroy target enchantment.
Transform Instant (You may play this card as this instant rather than as a creature spell.) — Counter target spell that targets a permanent you control.
2/1
32/52
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Mastery of Runes
Enchantment — Aura
Enchant creature
Enchanted creature becomes a Cleric and has “: Target creature you control gains protection from the color of your choice until end of turn. This effect doesn’t remove Mastery of Runes.”
33/52
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Noble Paladin
Creature – Human Knight
Flash
First strike
When Noble Paladin comes into play, it deals 2 damage to target attacking or blocking creature.
2/2
34/52
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Nomad Auramaster
Creature – Anderth Nomad Mystic
Each creature you control is enchanted, even if no Aura is attached to it.
: Search your library for an Aura card with enchant creature and put it into play attached to target creature. Then shuffle your library.
2/2
35/52
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Promise of Peace
Enchantment - Aura
Enchant creature
Enchanted creature can’t attack or block.
As long as Promise of Peace is in your graveyard, each enchanted creature gets +1/+3 and has vigilance.
36/52
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Reverse the Sands
Sorcery
Redistribute any number of players’ life totals. (Each of those players gets one life total back.)
37/52
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Righteous Charm
Instant
Choose one — Creatures you control get +0/+1 until end of turn; or remove target enchantment from the game; or target enchanted creature gets +3/+3 until end of turn.
38/52
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Righteous Defender
Creature – Knight Spirit
Flash
: Target attacking or blocking creature gets +2/+2 until end of turn.
Righteous Defender can block creatures with plainswalk as though they didn’t have plainswalk.
1/5
39/52
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Riposte
Enchantment - Aura
Flash
Enchant creature
When Riposte comes into play, the next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature or player instead.
40/52
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Roundtable Crusader
Creature – Human Knight
Other Knight creatures get +1/+1 and have plainswalk.
2/2
41/52
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Serene Optimist
Creature – Anderth Nomad Mystic
: Tap target creature.
, Name a card: Put the top card of your library into your graveyard. If that card is the named card, untap Serene Optimist.
2/2
42/52
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Starlight Convert
Creature – Anderth Nomad Mystic
If a spell or ability an opponent controls causes you to discard Starlight Convert, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.
As long as Starlight Convert has any +1/+1 counters on it, it has protection from black and from red.
1/3
43/52
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Strange Odyssey
Instant
Remove target creature an opponent controls from the game. Then that player reveals the top card of his or her library. If it’s a creature card, that player may put the card into play.
44/52
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Thundering Elephant
Creature – Elephant
Whenever Thundering Elephant attacks, it gets +1/+1 and gains trample until end of turn.
3/3
45/52
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Tohsen, Campaign Commander
Legendary Creature - Human Knight
: Target creature other than Tohsen, Campaign Commander gets +1/+1 until end of turn.
: Target creature gains first strike or vigilance until end of turn.
3/3
46/52
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Tragic Visionary
Creature - Anderth Spellshaper
, Discard a card: Destroy target artifact or enchantment.
, , Discard a non-Aura card: Return target Aura card from your graveyard to play.
2/4
47/52
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Tribal Nemesis
Creature – Spirit
As Tribal Nemesis comes into play, choose a creature type.
: Destroy target attacking or blocking creature of the chosen type.
3/3
48/52
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Valley Savior
Creature – Anderth Nomad Cleric
Mountainwalk
Whenever Valley Savior attacks and isn’t blocked, you gain 2 life.
Transform Instant (You may play this card as this instant rather than as a creature spell.) — Prevent all combat damage that would be dealt this turn.
0/2
49/52
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Vigilant Protector
Creature - Human Soldier
Flying
Transform Instant (You may play this card as this instant rather than as a creature spell.) — Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 3 life.
2/1
50/52
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Weatherlight Squire
Creature – Human Soldier
Weatherlight Squire gets +2/+2 for each Aura attached to it.
Weatherlight Squire is a Knight as long as it’s enchanted.
2/5
51/52
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Worshipped Pegasus
Creature – Pegasus
Flying
Tap an untapped creature you control other than Worshipped Pegasus: Worshipped Pegasus gets +1/+2 until end of turn.
: Until end of turn, if you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
2/2
52/52