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Mechanics | Skeleton |
Showing 28 of 28 White cards
Go to section: White (28) Blue (28) Black (28) Red (27) Green (28) Multicolour (6) Artifact (13) Land (7)
Show rarities: C U R M
When Ambercrest Elk enters the battlefield you may destroy target aura or equipment.
The normally docile elk did not prove such easy prey for the newfound hunters.
2/5
0 comments
At the beginning of each opponent's endstep exile target creature that attacked during that turn.
"For the crime of disrupting the peace you are banished."- Samoset
Enchant creature
Enchanted creature can't attack or block. If an ability on the enchanted creature would trigger you may gain 3 life instead.
Enchanted creature can't attack or block. If an ability on the enchanted creature would trigger you may gain 3 life instead.
Flying
Whenever a creature with a power of 4 or greater enters the battlefield under an opponent's control put a +1/+1 counter on Burly Skyguard.
Whenever a creature with a power of 4 or greater enters the battlefield under an opponent's control put a +1/+1 counter on Burly Skyguard.
"But I don't want to lift."
2/3
First strike
Shirk 2
(Prevent the next 2 damage that would be dealt to this creature).
Shirk 2


A former fighter in Hraki-Hraki, he still values his life just a little bit more than gold.
2/1
Flying, Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn.
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn.
2/2
Lonely- At the beginning of your endstep, if Distraught Parent is the only spell you cast this turn, you may gain 2 life.
He knew he would never see his son again.
1/1
Destroy all artifacts and enchantments. End of Hope deals X damage to each creature and planeswalker where X is the number of artifacts and enchantments destroyed this way.
Untap up two two target creatures you control. They get +1/+4 until end of turn.
The runac charged the two, and one lived to tell the other's story.
Enchant creature
Enchanted creature gains vigilance and first strike.
Lonely- If Guard Position is the only spell you cast this turn put two +1/+1 counters on enchanted creature at the beginning of the next endstep.
Enchanted creature gains vigilance and first strike.
Lonely- If Guard Position is the only spell you cast this turn put two +1/+1 counters on enchanted creature at the beginning of the next endstep.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Ice-Edge Retiree has +1/+1 as long as its settled.
If Ice-Edge Retiree is settled to a plains Ice-Edge Retiree gains lifelink.
Ice-Edge Retiree has +1/+1 as long as its settled.
If Ice-Edge Retiree is settled to a plains Ice-Edge Retiree gains lifelink.
2/2
When Kindred Medic enters the battlefield if you control another white creature you may have target creature you control gain lifelink until end of turn.
The simplest cures and remedies were the easiest to replicate when resources were scarce.
1/2
When Last-Stand Knight enters the battlefield gain 5 life if an opponent controls more creatures than you.
She had been an esteemed member of the Crystal Order before the Portal Crisis. Now Hammaran's last hero stood alone against the horde of wolves.
2/2
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
If Lifewater Diviner is settled you may gain 1 life at the beginning of your upkeep. If Lifewater Diviner is settled to a portal you may gain 3 life at the beginning of your upkeep instead.
If Lifewater Diviner is settled you may gain 1 life at the beginning of your upkeep. If Lifewater Diviner is settled to a portal you may gain 3 life at the beginning of your upkeep instead.
0/3
Untap each creature you control and put a +1/+1 counter on it.
Building houses builds character.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
A land settled by Mudhappy Swine loses abilities and then gains gains "
: Untap target creature. It gains +1/+1 until end of turn."
A land settled by Mudhappy Swine loses abilities and then gains gains "

3/4
Destroy target artifact or enchantment. Gain 5 life.
The founders of Tulm would take praise any sign they could find in hopes it meaning they bestowed upon it would empower them.
Shirk 1
(
:Prevent the next 1 damage that would be dealt to this creature.)


Mjynny's loyalty to Hitha ended at joining the Crystal Order.
2/1
Shirk 3 
(
: Prevent the next 3 damage that would be dealt to this creature.)
Whenever damage that would be dealt to Os Htar, Life Manifest is prevented put a +1/+1 counter on each creature you control.




Whenever damage that would be dealt to Os Htar, Life Manifest is prevented put a +1/+1 counter on each creature you control.
4/5
Return all creatures that entered your graveyard from the battlefield this turn to the battlefield. Then, double your life total.
Before Samoset left he gave one last piece of advice, that despair was no more absolute than hope.
Target creature gets +1/+1 and gains first strike until end of turn.
Draw a card.
Draw a card.
Gamar thought it was just his old guard instincts but others read his actions as having more heart.
At the beginning of your upkeep create a 1/1 white soldier token.
One soldier reported for guard duty. Their bravery inspired another soldier each day.
Flying
Shirk 2
(
: Prevent the next 2 damage that would be dealt to this creature).
Whenever damage to a creature would be prevented you gain that much life.
Shirk 2




Whenever damage to a creature would be prevented you gain that much life.
4/6
Creatures you control get Shirk 1
(
: Prevent the next 1 damage that would be dealt to this creature).


Dhelnin reasoned that 10 wolves couldn't kill all 60 of the fleeing villagers.
When Venil, Craquim's Protector enters the battlefield exile target creature with a power of 4 or greater.
Whenever Venil would die as a result of combat damage from a creature with a power of 4 or greater exile that creature.
Whenever Venil would die as a result of combat damage from a creature with a power of 4 or greater exile that creature.
3/2
Defender
Whenever a creature you control is dealt combat damage and doesn't leave the battlefield you may draw a card.
Whenever a creature you control is dealt combat damage and doesn't leave the battlefield you may draw a card.
As the wall crumbles you get your tools back.
1/4
Shirk 2 
(
: Prevent the next 2 damage that would be dealt to this creature).




It's not a beast of burden- it is the burden.
3/4
Flying
Whenever Warden of the Roost attacks put a +1/+1 counter on each other creature you control with flying.
Whenever Warden of the Roost attacks put a +1/+1 counter on each other creature you control with flying.
1/2
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Show rarities: C U R M
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Mechanics | Skeleton |